Flame Wave
Flame Wave | |
---|---|
Level | 4 |
School1 | Conjuration |
School2 | Fire |
Source(s) | Book of Flames Book of Scorching |
Casting noise | 0 |
Spell noise | 12 |
Power Cap | 100 |
Range | 3 |
Flags | Area |
Blasts the caster's surroundings with a wave of fire. If the caster maintains focus and supplies the spell with magical power (by waiting in place and not taking any other actions), more and larger flame waves will radiate outward. |
Flame Wave is a Level 4 Conjuration/Fire Magic spell that creates fire around the caster.
Fire Elementalists start with this spell in their library.
Useful Info
Flame Wave is a channeling spell. It deals fire damage to adjacent creatures (1-tile away), then gives the Wave status. Subsequent turns can be spent waiting (hitting '.' or tab), which will cast the spell again. This only costs 1 MP, but deals the same damage and increases the radius by 1. This can be done twice, for a total spell cost of 6 MP.
Changing position by any method (whether by moving, blinking, teleporting, or being moved by monster attacks like trample or Primal Wave) will interrupt Flame Wave.
Vehumet's range increase will allow this spell to be channeled an additional time, hitting everything within 4 tiles from the caster.
Strategy
- Don't get too greedy. While this spell is both damage-heavy and MP-efficent when dealing with adjacent enemies, keep in mind that they'll be striking you every time.
- An amulet of the acrobat will improve your EV while you channel the spell, which can help with survivability.
- Despite being a "wave" spell, this is the most effective Fire magic spell for corridor combat until Starburst. It can't directly damage you (unlike Fireball, Inner Flame, and Kindle Blastsparks), and does more damage per mana than Scorch against multiple enemies.
- Flame Wave is strong enough to light trees on fire. Using it in forested areas can create massive, deadly infernos, but be careful not to set yourself ablaze in the process.
Spell Details | |
---|---|
Damage Formula | 2d(4.5+Power/6) |
Max Damage | 2d21 |
Max Power | 100 |
Range | 1-3 |
Targeting | Area |
To-hit | Never miss |
Special | Channeled up to twice; to cast at 1 MP, +1 range. |