Irradiate
Irradiate | |
---|---|
Level | 5 |
School1 | Alchemy |
School2 | Conjuration |
Source(s) | Book of Spontaneous Combustion Book of Transmutation |
Casting noise | 4 |
Spell noise | 0 |
Power Cap | 200 |
Range | 1 |
Flags | Area, Chaotic |
Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly into pure magical energy, blasting adjacent creatures. It heavily deforms its targets, weakening them and reducing their armour. The caster is not left entirely unaffected; some of the magic lingers, enough to leave them dangerously contaminated after a few castings.
“Reflex in the sky warn you you're gonna die |
Irradiate is a level 5 Conjurations/Transmutations spell that essentially blasts all tiles adjacent to you with pure magical energy, dealing 3d(11 + power/6)
damage and malmutating them (-8 AC and -HD). Multiple applications of this effect stack, but are a little risky to cast - each casting of Irradiate afflicts the caster with 1.25 - 2 points of magical contamination.
Strategy
Irradiate is irresistible, never misses, deals high damage, and inflicts a strong debuff on enemies. For casters who can afford the awkward spell schooling, this is a good spell to have for any 1-range fights you might have to take.
Tips & Tricks
- Irradiate can always be cast 2-3 times in a row safely, assuming you don't miscast and have no contamination to begin with. Having a light grey Contam means that the next successful cast could bring you to a dangerous level of glow.
- If you accidentally cast Irradiate one time too many, quaffing a potion of cancellation should drop you back into the safe zone. Whether it's worth using up the potion to do so, however, is questionable.
Monster Version
The monster version of this spell inflicts heavy magic contamination (2000 + random2(1000)
)[1] instead of direct malmutation. It is otherwise similar to the player version.
The following enemies cast Irradiate:
- C Protean progenitor (3d25 damage)
- B Radroach (3d26 damage)
History
- Prior to 0.29, the spell dealt
3d(13 + power/6)
damage, and caused 1 - 1.5 points of contamination. - Prior to 0.26, the spell ignored AC and dealt slightly less damage,
6d(5 + power/12)
. Also, it had an explosion noise. - Prior to 0.19, the contamination caused was significantly higher (1.5 to 3 points).
- Irradiate was added in 0.16.
- ↑ spl-damage.cc:1834 (0.29.0)