Searing Ray
Searing Ray | |
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Level | 2 |
School1 | Conjuration |
Source(s) | Book of Conjurations |
Casting noise | 2 |
Spell noise | 2 |
Power Cap | 50 |
Range | 4 |
Flags | Dir or target, Needs tracer |
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 | |
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Damage Formula | 2d(4.5 + Power/14) |
Max Damage | 2d8 |
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. The tab or shift tab key will also automatically advance the spell. 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 0.28. Searing Ray dealt
3d(3+Power/12)
damage. - Autofight with this spell became smarter in 0.27.
- 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.