Difference between revisions of "Channeling spell"
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==Useful Info== | ==Useful Info== | ||
− | Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with [[Vehumet]]'s range increase). Channeling does not decrease damage or any other statistic. | + | Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with [[Vehumet]]'s range increase). Channeling does not decrease damage or any other statistic of the spell. |
Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. It doesn't use any MP past the initial cast. | Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. It doesn't use any MP past the initial cast. |
Revision as of 06:47, 16 October 2022
For passive MP recovery, see Channeling.
Channeling spells are a group of spells that can be recast ("channeled") on subsequent turns by waiting (with . or s). They include:
Useful Info
Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with Vehumet's range increase). Channeling does not decrease damage or any other statistic of the spell.
Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. It doesn't use any MP past the initial cast.
The amulet of the acrobat works with all channeled spells, even though you still deal an attack out.