Sticky Flame
Sticky Flame | |
---|---|
Level | 4 |
School1 | Alchemy |
School2 | Fire |
Source(s) | Everburning Encyclopedia Book of Flames |
Casting noise | 4 |
Spell noise | 1 |
Power Cap | 100 |
Range | 1 |
Flags | Dir or target, Needs tracer |
Unleashes a short-ranged spray of incindiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely.
“Give a man a fire and he's warm for a day, but set fire to him and he's warm |
Spell Details | |
---|---|
Damage Formula | 2d(2 + power/9) fire |
Max Damage | 2d13 |
Max Power | 100 |
Range | 1 |
Targeting | Touch |
To-hit | Never miss |
Special | Inflicts Fire status |
Sticky Flame is a level 4 Alchemy/Fire Magic spell which causes the target to burn for several rounds.
Alchemists start with this spell in their libraries.
Useful Info
Sticky Flame deals direct fire damage, then inflicts the Fire status (covered in liquid fire). The Fire status deals 2d(3 + power/14)
fire damage per turn, ignoring AC.[1] It also causes the target to become backlit, making them easier to hit, and revealing invisible creatures.
The Fire status lasts for 3 + power/20
to 3 + power/10
turns.[2]
When the target physically moves, the Fire status will quickly run out. For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. Also, entering or being in water (even when flying) will immediately end the Fire status.
Insubstantial creatures are immune to the Fire status, but still take impact damage from the spell.
Strategy
A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use Flame Wave or a melee attack. The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as hydras, are too dangerous to engage in melee.
Note that this spell's does a respectable amount of impact damage. It's more efficient to apply Sticky Flame once, then use another spell. But if all you have against a monster is Sticky Flame, then use it.
Tips & Tricks
- Sticky Flame can be used to reveal invisible monsters (use Z on a suspected tile). This isn't useful against unseen horrors, since they constantly move around, but it can reveal flickering sky beasts and the like.
Monster Version
Most monsters use Pyre Arrow, which inflicts the Fire status from range, but doesn't deal impact damage.
Player ghosts will cast Sticky Flame, however.
History
- In 0.31, Sticky Flame was reworked. Prior to this version:
- Sticky Flame was a level 4 Conjurations/Fire spell, and it only dealt
2d(1.5 + power/24)
impact damage. - The Fire status dealt always dealt 2d4 damage; it did not depend on power.
- The duration was equal to
4.5 * levels
turns, for levels =(pow/96 + 1.37)
. - The Fire status did not expire faster when the target moves.
- Sticky Flame was a level 4 Conjurations/Fire spell, and it only dealt
- Prior to 0.29, the Fire status dealt
2d4 - 1
damage per turn. However, attacks of opportunity didn't exist, so the spell was more viable to normal speed species. - Prior to 0.28, Fire Elementalists started with this spell.
- Prior to 0.27, the Fire status wasn't dispellable.
- Earlier versions had more ways for players to gain resistance to sticky flames:
- Prior to 0.25, Tiamat's dragonskin cloak had a 50% chance of providing sticky flame resistance when hit by sticky flames
- Prior to 0.20, mottled draconians and players wearing mottled dragon scales were always resistant
- Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.
- Prior to 0.15, Sticky Flame's enchantment level depended on the victim's HD rather than the power of the spell.
References
- ↑ beam.cc:4075 (0.31-b1)
- ↑ beam.cc:4823 (0.31-b1)