Difference between revisions of "Channeling spell"
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(copied from searing ray page. not thoroughly fact checked) |
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*[[Flame Wave]] | *[[Flame Wave]] | ||
*[[Maxwell's Capacitive Coupling]] | *[[Maxwell's Capacitive Coupling]] | ||
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+ | Be aware that [[paralysis]], [[confusion]], [[sleep]], full [[petrification]], and [[berserk]] will end channeling, as will being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.). [[Silence]], however, does not effect the spell. | ||
==Useful Info== | ==Useful Info== |
Revision as of 09:10, 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:
Be aware that paralysis, confusion, sleep, full petrification, and berserk will end channeling, as will being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.). Silence, however, does not effect the spell.
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.