Sting
Sting | |
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Level | 1 |
School1 | Alchemy |
School2 | Conjuration |
Source(s) | Book of Cantrips Young Poisoner's Handbook |
Casting noise | 1 |
Spell noise | 1 |
Power Cap | 25 |
Range | 3 |
Flags | Dir or target, Needs tracer |
Briefly transforms one of the caster's limbs into a long insectoid stinger, which lashes out at the target. The stinger's impact will always poison a susceptible target. Even resistant targets have a chance to be poisoned and immune monsters will be damaged by the physical impact of the stinger. |
Spell Details | |
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Damage Formula | 1d(3+Power/5) 70% poison, 30% physical |
Max Damage | 1d8 |
Max Power | 25 |
Range | 3 |
Targeting | Beam |
To-hit | 8+Power/5 |
Special |
Sting is a level 1 Transmutation/Poison Magic spell which deals minor poison+physical damage, poisoning the target. Enemies that are completely immune to poison take 30% damage, while poison resistance reduces the spell's damage by about half.
Venom Mages start with this spell memorized.
Strategy
Sting is good for softening up targets from a short distance, or just outright killing poison-vulnerable ones. While low level Venom Mages may wish to switch to Poisonous Vapours for most of their poisoning needs (due to its range and inability to miss), this spell remains marginally useful for its elementally neutral damage. Sting also costs less MP, which is relevant on the very first floors of the Dungeon.
Monster version
Some monsters can cast Sting, which functions identically to the player version.
The following enemies cast Sting:
- o Blorkula the orcula (2d10 damage)
- P Scrub nettle (2d7 damage)
History
- Prior to 0.25, Sting was a Conjurations/Poison spell with range 7, and was entirely useless against targets with poison resistance.