Difference between revisions of "Searing Ray"

From CrawlWiki
Jump to: navigation, search
(crystal ballin')
(Update to 0.25)
Line 1: Line 1:
{{version021}}
+
{{version025}}
 
{{Spell
 
{{Spell
 
|name=Searing Ray
 
|name=Searing Ray
Line 12: Line 12:
 
|spellnoise=2
 
|spellnoise=2
 
}}
 
}}
{{Flavour|This spell fires a continuous ray of arcane energy from the caster's hands. Though initially mild, so long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will grow in strength until it becomes a surging beam able to tear clean through the ranks of the caster's foes.}}
+
{{Flavour|Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move.}}
 
{{AttackSpell
 
{{AttackSpell
 
|name=Searing Ray
 
|name=Searing Ray
 
|formula = <div>
 
|formula = <div>
*2d(3+Power/13) (first and second ray)
+
3d(3+Power/12)
*3d(3+Power/12) (third ray)
 
*4d(3+Power/12) (fourth ray; penetrating beam)
 
 
</div>
 
</div>
|maxdmg = 4d(7.16)
+
|maxdmg = 3d7
 
|maxsp = 50
 
|maxsp = 50
 
|range = 4
 
|range = 4
|target = Beam (final ray: Bolt)
+
|target = Bolt
 
|tohit = <div>
 
|tohit = <div>
*10+Power/9 (first and second ray)
+
11+Power/8
*11+Power/8 (third ray)
 
*12+Power/7 (fourth ray)
 
 
</div>
 
</div>
 
|special = Multiturn conjuration}}
 
|special = Multiturn conjuration}}
  
'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a beam of energy that starts out weak, but grows in power over time. The caster gains a '''Ray''' [[status effect|status]] once they fire it, and each subsequent turn that they perform no other action, the searing ray refires along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. Each additional ray costs 1 [[MP]], thus costing 5 for a full cast.
+
'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a [[penetration|penetrating]] beam of energy. The caster gains a '''Ray''' [[status effect|status]] once they fire it, and each subsequent turn that they perform no other action, the searing ray refires at the original target (if applicable) or along the last beam path. It will do this 3 times. Each additional ray costs 1 [[MP]], thus costing 5 for a full cast.
  
Note that, in order to activate Searing Ray's additional effects, you must ''pass your turn'' with the '''s''' or '''.''' key after casting it only once. Recasting the spell will simply start a new ray. Also, be aware that [[paralysis]], [[confusion]], [[sleep]], full [[petrification]], and [[berserk]] will end the spell immediately, as will being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.). [[Silence]] however will not.
+
Note that, in order to continue casting Searing Ray, you must ''pass your turn'' with the '''s''' or '''.''' key after casting it only once. Recasting the spell will simply start a new ray (at the full MP cost). Also, be aware that [[paralysis]], [[confusion]], [[sleep]], full [[petrification]], and [[berserk]] will end the spell immediately, as will being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.). [[Silence]] however will not.
 
 
Each subsequent beam follows the exact path of the first.
 
  
 
==History==
 
==History==
*In [[0.25]], Searing Ray may also target a monster, which will cause it to track that monster even if it moves.
+
*Prior to [[0.25]], Searing Ray grew more powerful with each additional ray, and only the last one was [[penetration|penetrating]]. The spell was unable to follow a specific target, and would always follow the same path.
 
*Searing Ray was added in [[0.13]].
 
*Searing Ray was added in [[0.13]].
 
[[Category:Crystal Ball Articles]]
 

Revision as of 10:25, 15 August 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
Searing ray.png Searing Ray
Level 2
School1 Conjuration
Source(s)
Casting noise 2
Spell noise 2
Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move.
Spell Details
Damage Formula

3d(3+Power/12)

Max Damage 3d7
Max Power 50
Range 4
Targeting Bolt
To-hit

11+Power/8

Special Multiturn conjuration

Searing Ray is a level 2 Conjurations spell which fires a penetrating beam of energy. The caster gains a Ray status once they fire it, and each subsequent turn that they perform no other action, the searing ray refires at the original target (if applicable) or along the last beam path. It will do this 3 times. Each additional ray costs 1 MP, thus costing 5 for a full cast.

Note that, in order to continue casting Searing Ray, you must pass your turn with the s or . key after casting it only once. Recasting the spell will simply start a new ray (at the full MP cost). Also, be aware that paralysis, confusion, sleep, full petrification, and berserk will end the spell immediately, as will being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.). Silence however will not.

History

  • Prior to 0.25, Searing Ray grew more powerful with each additional ray, and only the last one was penetrating. The spell was unable to follow a specific target, and would always follow the same path.
  • Searing Ray was added in 0.13.