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 | |
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Damage Formula | 2d(1.5+power/24) fire |
Max Damage | 2d(5.67) |
Max Power | 100 |
Range | 1 |
Targeting | Touch |
To-hit | Never miss |
Special | Sticky Flame status; avg. 5 damage/turn. |
Sticky Flame is a level 4 Conjurations/Fire Magic spell which causes the target to burn for several rounds.
Useful Info
Sticky Flame deals direct fire damage, then inflicts the Fire status (covered in liquid flames). This status deals 2d4
fire damage per turn (avg. 5 dmg).[1] It also causes targets to become backlit, decreasing dodge chance and revealing invisible creatures.
The duration of the Fire status depends on "enchantment level", where each level gives 4-5 turns of duration. Enchantment level, in turn, depends on victim's HD (max. 4 levels[2]).
Therefore, the total amount of damage from the status can be calculated as follows:
damage = 5 damage/turn * 4.5 turns/level * level = 22.5 * level (at 4 levels, 90)
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 "killdudes" spell. It's good for those who don't mind getting in melee range. Against melee enemies, you can cast Sticky Flame, retreat a few tiles, and re-apply the spell. Make sure to have an open path to retreat to. While this leaves you open to attacks of opportunity, they happen less often than a usual melee attack. Alternatively, you can use Sticky Flame to open an encounter, then fight normally.
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. Fast species (Spriggan and Felid) have an advantage, since they can kite monsters without attacks of opportunity. For other species, having the Swiftness spell is helpful.
Tips & Tricks
- Sticky Flame can be used to reveal invisible monsters (use Z on a suspected tile). Useful against unseen horrors and flickering sky beasts.
Monster Version
Most monsters use Sticky Flame Range, which is identical apart from having a range of 4.
Player ghosts and spellforged servitors will cast the range-1 spell, however.
History
- 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 starts 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.
References
- ↑ mon-ench.cc:1532 (0.30.0)
- ↑ mon-ench.h:8 (0.30.0)