Difference between revisions of "Conjure Flame"

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{{version016}}
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{{obsolete}}
 
{{Spell
 
{{Spell
 
|name=Conjure Flame
 
|name=Conjure Flame
 
|level=3
 
|level=3
|school1={{Conjurations}}
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|school1=Conjurations
|school2={{Fire Magic}}
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|school2=Fire Magic
 
|school3=
 
|school3=
 
|sources=<div>
 
|sources=<div>
*[[Book of Minor Magic]]  
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*[[Everburning Encyclopedia]]
 
*[[Book of Flames]]  
 
*[[Book of Flames]]  
*[[Book of Clouds]]
 
 
</div>
 
</div>
 
|castingnoise=3
 
|castingnoise=3
 
|spellnoise=2
 
|spellnoise=2
}}
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}}'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell that can create a [[cloud]] of flame.
  
{{flavour|This spell creates a column of roaring flame.}}
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[[Fire Elementalist]]s and [[Hedge Wizard]]s start with this spell.
{{AttackSpell
 
|name=Conjure Flame
 
|formula = 0
 
|maxdmg = 0
 
|maxsp = 100
 
|range = 4
 
|target = Smite
 
|special = '''Cloud damage''': 6 + (3d16)/3 ([[fire]]) <br> '''Cloud duration''': 3 + (1dPower)/2 + (1dPower)/2, but no more than 23 turns; divided by 4 if the cloud is over water}}
 
  
'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell which creates a [[smite]]-targeted [[cloud]] of flame in a single empty tile. This will keep many weaker monsters at bay, but mindless, strong, or fire resistant monsters will march on through. The duration of the cloud is dependent on spellpower.
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==Useful Info==
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When cast, Conjure Flame creates a cloud of embers at the caster's position. The embers are destroyed if a creature (player or monster) occupies the ember's tile, after the caster's next turn. If the embers remain, then a [[cloud]] of flame is created. Recasting Conjure Flame with embers already on your tile will ignite the tile, where the cloud will harm you.
  
[[Movement#Character_Speed|Slow]] monsters ([[giant slug|slug]]s, [[goliath beetle|beetle]]s) do not take more damage from clouds; they burn on their own subjective turn.
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Clouds of flame always deal <code>5 + (2d16)/2</code> (6-21) damage<ref>{{source ref|0.29.1|cloud.cc|58}}</ref>. Intelligent monsters that are too weak/low HP will avoid clouds, while [[monster intelligence|mindless]] monsters will run right on through. If there is no other efficient path, [[HD|strong]] and [[fire resistance|fire-resistant]] monsters will go through anyways. Damage is checked after every raw [[turn]], so [[Movement#Character_Speed|slow]] moving monsters do not take more damage.
  
==Tips & Tricks==
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Clouds last for <code>3 + 2d([[spellpower|Power]])/2</code> turns, with a maximum of 23 turns. If already on a cloud of flame, casting Conjure Flame again adds <code>1+1d(Power)/4</code> turns (maximum 11) to the cloud's duration. This doesn't protect you from taking damage.
*If you attempt to cast the spell on an empty tile and receive the message, "You see a ghostly outline there, and the spell fizzles," that indicates an invisible monster.
 
*If you cast the spell on or adjacent to a tile with water in it, clouds of steam will generate around it. The fire cloud will not last long, however.
 
*[[Ice Magic]] spells and effects ([[wand of frost]], [[wand of cold]], etc.) will extinguish any flame clouds they strike, but are consumed in doing so. You can use Conjure Flame to block enemy ice attacks this way.
 
*It's possible to reinforce existing clouds of flame, but creating a new cloud is more efficient: the duration of a reinforced cloud is only 1+1d(Power/2).
 
*If you are retreating in a corridor with more than one monster pursuing, and a weaker monster is closest to you, attempt to set up a flame cloud ''behind'' the weaker monster and let the stronger monster walk into it. Then simply wait there (or cast protective spells).  The stronger monster will suffer fire damage every turn and all you have to do is weather the weaker monster's trifling attacks.
 
*If you have the ability to [[confusion|confuse]] (eg, [[Mephitic Cloud]]) and are battling a very powerful monster, dot the areas around this monster with flame clouds after it becomes confused. This extra fire damage can help considerably.
 
  
 
==Strategy==
 
==Strategy==
Conjure Flame is quite useful for blocking off narrow hallways and creating bottlenecks. Note that mindless monsters, many beasts, or particularly strong monsters will choose to walk through the flame to reach you anyway. You can exploit this by laying several Conjure Flames in a straight line between yourself and your target: the latter will happily tread through the flames, taking severe damage, until they're severely wounded. If they're monsters who flee when injured (or who you've just subjected to a [[scroll of fear]] or [[Cause Fear]] spell), they'll attempt to escape... right back into the flames behind them.  
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Conjure Flame is most useful for blocking off hallways and creating bottlenecks.It might be a powerful offensive and defensive tool, but the cumbersome method of flame creation makes if difficult to use effectively, and nearly impossible in open spaces. Casters may find it easier to simply blast their enemies with a more direct [[Conjuration]].
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The flame itself isn't terribly impressive. Both the [[Lair]] and [[Orcish Mines]] are very open, and past that, a subpar level 3 spell won't do you a lot of good. Much of the threat from the midgame onwards comes from swarms of threats (which Conjure Flame is bad at), or [[unique]]s, which won't be phased by Conjure Flame. Therefore, it's strongest in the main [[Dungeon]].
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===Usage===
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After casting the spell, its embers are smothered (destroyed) after your next turn. You must move or recast Conjure Flame, or the spell will fizzle out. Then, monsters following you have a full movement ''after'' your move to catch up to you. Against monsters with the same speed, you'll need to leave at least 2 tiles of room between them (i.e. the monster needs to be 3 spaces away). Faster monsters require more distance, meaning slower species have to be careful.
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*Recasting the spell will always ignite the flames, but means that you'll be standing in fire for 1 turn, which is extremely dangerous (or outright lethal) to low-level casters. Get rF, or simply have more health.
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If a monster refuses to enter your flames (and has no ranged attacks), then you can freely pummel it from afar with [[reaching]] weapons, ranged weapons, and magic.
  
If the monster is adjacent and on a flame cloud, your best bet can often be to equip yourself with a [[protection]]-branded weapon, and weather the 1-2 turns it generally takes the monster to burn up. To do anything else (eg, retreat) would cause it to stop receiving the massive flame damage. This strategy fails with [[trample|trampling]] monsters who can knock you off your tile on the first melee and potentially only spend 1 turn in your flame.
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Against strong or mindless monsters, you can abuse their tendencies by casting Conjure Flame multiple times down a hallway. If a monster is already adjacent to you, it's best to fight there so it continues to burn. Therefore, it's less effective against [[trample]]rs; against them, try to put walls behind you, if at all possible.
  
If the monster refuses to cross your flame, use your [[reaching]]-branded weapon with impunity (unless it ''also'' has one). Otherwise, this gives you breathing room to retreat and pummel it from afar with ranged weapons and magic. (Remember not to fire neutralizing Ice Magic or freezing-branded projectiles across the flame.)
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Monsters standing in a harmful cloud will always be willing to enter another harmful cloud, so [[Mephitic Cloud]] can prompt a stubborn monster to enter your flames. [[Confusion]] can cause monsters to stumble in, which Mephitic Cloud also inflicts. If you then use a [[scroll of fear]] or cast [[Cause Fear]], they'll attempt to escape... right back through the flames behind them.
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===Tips & Tricks===
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*Clouds cannot generate on top of each other. This includes otherwise harmless clouds like [[scroll of fog|fog]] or translocational energy.
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*If you place a cloud of flame adjacent to a tile with water in it, it will generate clouds of [[steam]], dealing additional damage and blocking [[line of sight]]
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*Certain [[Ice Magic|icy]] spells and effects will extinguish any flame clouds they strike, but are consumed in doing so. You can use Conjure Flame to block enemy ice attacks this way.
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**Do note that icy effects that are partially physical in nature (such as [[Frozen Ramparts]], [[Flash Freeze]], or a [[wand of iceblast]]) can still pass through flame clouds.
  
 
==History==
 
==History==
Prior to version [[0.15]], Conjure Flame could set nearby [[tree]]s ablaze.
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*Conjure Flame was removed in [[0.30]]. It was replaced by [[Cigotuvi's Dreadful Rot]] and [[Volatile Blastmotes]].
 +
*Prior to [[0.25]], Conjure Flame was a range 3 smite-targeted spell that immediately created a cloud of flame in any given unoccupied space, making it more convenient for general use.
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*Prior to version [[0.17]], Conjure Flame had a range of 4.
 +
*Prior to version [[0.15]], Conjure Flame could set nearby [[tree]]s ablaze.
 +
 
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==References==
 +
<references />

Latest revision as of 09:38, 5 May 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Conjure flame.png Conjure Flame
Level 3
School1 Conjurations
School2 Fire Magic
Source(s)
Casting noise 3
Spell noise 2
Conjure Flame is a level 3 Conjurations/Fire Magic spell that can create a cloud of flame.

Fire Elementalists and Hedge Wizards start with this spell.

Useful Info

When cast, Conjure Flame creates a cloud of embers at the caster's position. The embers are destroyed if a creature (player or monster) occupies the ember's tile, after the caster's next turn. If the embers remain, then a cloud of flame is created. Recasting Conjure Flame with embers already on your tile will ignite the tile, where the cloud will harm you.

Clouds of flame always deal 5 + (2d16)/2 (6-21) damage[1]. Intelligent monsters that are too weak/low HP will avoid clouds, while mindless monsters will run right on through. If there is no other efficient path, strong and fire-resistant monsters will go through anyways. Damage is checked after every raw turn, so slow moving monsters do not take more damage.

Clouds last for 3 + 2d(Power)/2 turns, with a maximum of 23 turns. If already on a cloud of flame, casting Conjure Flame again adds 1+1d(Power)/4 turns (maximum 11) to the cloud's duration. This doesn't protect you from taking damage.

Strategy

Conjure Flame is most useful for blocking off hallways and creating bottlenecks.It might be a powerful offensive and defensive tool, but the cumbersome method of flame creation makes if difficult to use effectively, and nearly impossible in open spaces. Casters may find it easier to simply blast their enemies with a more direct Conjuration.

The flame itself isn't terribly impressive. Both the Lair and Orcish Mines are very open, and past that, a subpar level 3 spell won't do you a lot of good. Much of the threat from the midgame onwards comes from swarms of threats (which Conjure Flame is bad at), or uniques, which won't be phased by Conjure Flame. Therefore, it's strongest in the main Dungeon.

Usage

After casting the spell, its embers are smothered (destroyed) after your next turn. You must move or recast Conjure Flame, or the spell will fizzle out. Then, monsters following you have a full movement after your move to catch up to you. Against monsters with the same speed, you'll need to leave at least 2 tiles of room between them (i.e. the monster needs to be 3 spaces away). Faster monsters require more distance, meaning slower species have to be careful.

  • Recasting the spell will always ignite the flames, but means that you'll be standing in fire for 1 turn, which is extremely dangerous (or outright lethal) to low-level casters. Get rF, or simply have more health.

If a monster refuses to enter your flames (and has no ranged attacks), then you can freely pummel it from afar with reaching weapons, ranged weapons, and magic.

Against strong or mindless monsters, you can abuse their tendencies by casting Conjure Flame multiple times down a hallway. If a monster is already adjacent to you, it's best to fight there so it continues to burn. Therefore, it's less effective against tramplers; against them, try to put walls behind you, if at all possible.

Monsters standing in a harmful cloud will always be willing to enter another harmful cloud, so Mephitic Cloud can prompt a stubborn monster to enter your flames. Confusion can cause monsters to stumble in, which Mephitic Cloud also inflicts. If you then use a scroll of fear or cast Cause Fear, they'll attempt to escape... right back through the flames behind them.

Tips & Tricks

  • Clouds cannot generate on top of each other. This includes otherwise harmless clouds like fog or translocational energy.
  • If you place a cloud of flame adjacent to a tile with water in it, it will generate clouds of steam, dealing additional damage and blocking line of sight
  • Certain icy spells and effects will extinguish any flame clouds they strike, but are consumed in doing so. You can use Conjure Flame to block enemy ice attacks this way.

History

  • Conjure Flame was removed in 0.30. It was replaced by Cigotuvi's Dreadful Rot and Volatile Blastmotes.
  • Prior to 0.25, Conjure Flame was a range 3 smite-targeted spell that immediately created a cloud of flame in any given unoccupied space, making it more convenient for general use.
  • Prior to version 0.17, Conjure Flame had a range of 4.
  • Prior to version 0.15, Conjure Flame could set nearby trees ablaze.

References

  1. cloud.cc:58 (0.29.1)