Difference between revisions of "Conjure Flame"

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{{version028}}
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{{obsolete}}
{{spell info}}
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{{Spell
{{AttackSpell
 
 
|name=Conjure Flame
 
|name=Conjure Flame
|formula = 0
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|level=3
|maxdmg = 0
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|school1=Conjurations
|maxsp = 100
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|school2=Fire Magic
|range = 0
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|school3=
|target =  
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|sources=<div>
|special = '''Cloud damage''': 6 + (3d16)/3 ([[fire]]) <br> '''Cloud duration''': 3 + (1dPower)/2 + (1dPower)/2, but no more than 23 turns}}
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*[[Everburning Encyclopedia]]
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*[[Book of Flames]]
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</div>
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|castingnoise=3
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|spellnoise=2
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}}'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell that can create a [[cloud]] of flame.
  
'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell which creates a [[cloud]] of embers at the caster's position. These embers will burst into flames after the caster's next turn unless the tile is occupied (by either the caster or another creature), in which case they will be smothered. Alternatively, recasting the spell will immediately ignite the embers (and the caster with them).
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[[Fire Elementalist]]s and [[Hedge Wizard]]s start with this spell.
  
The resulting cloud of flame 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]]. [[Movement#Character_Speed|Slow]] monsters ([[List of worms and gastropods|worms]], [[List of nagas|nagas]], etc.) do not take more damage from clouds; they burn on their own subjective turn.
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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.
  
[[Fire Elementalist]]s and [[Hedge Wizard]]s start with this spell.
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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.
*The timing of the smothering check is after your next turn, regardless of its duration. If your next action is not to either move or recast the spell, the embers ''will'' be smothered.
 
**While you can guarantee ignition by immediately recasting the spell, doing so means you will find yourself standing in fire for at least one turn. Clouds of fire do enough damage to be extremely dangerous (if not outright lethal) to low-level casters who have just learned the spell, and more experienced mages still won't last long if they keep setting themselves ablaze. Only use this strategy if you know you have the durability to survive it, and try to find a source of fire resistance as soon as possible.
 
**Monsters following you have your whole movement duration to catch up to you before the smothering check; if they're standing on the embers by the time you've finished moving, you'll have spent your MP and turns for nothing. For monsters with the same speed as you, simply leave at least 2 tiles of room between you and the monster. When dealing with monsters faster than yourself, however, you will need to cast the spell earlier (perhaps even as soon as you see your opponent) or just resign yourself to recasting the spell and tanking the fire damage. Slow [[species]] and followers of [[Cheibriados]] in particular must take care or else find themselves burning through their MP for no benefit, though a faster method of leaving your position like [[blink]]ing or [[Strong_Legs|hopping]] can help.
 
*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.
 
**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.
 
*It's possible to reinforce existing clouds of flame, but creating a new cloud is more efficient (recasting Conjure Flame on an existing cloud only adds <code>1+1d(Power)/4 (maximum 11)</code> turns) and does not require you to stand in fire.
 
*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.
 
*Clouds cannot generate on top of each other -- don't bother trying to use Conjure Flame if you're already standing in other clouds.
 
*If you have the ability to [[confusion|confuse]] (eg, [[Confusing Touch]], [[Mephitic Cloud]]) and are battling a very powerful monster, you can try dotting the areas around the monster with flame clouds in hopes that it will stumble through the flames. However, it might be simpler to just kill the monster using more direct methods.
 
  
 
==Strategy==
 
==Strategy==
Conjure Flame is primarily useful for blocking off narrow hallways and creating bottlenecks. Though it can be a powerful tool for both defense and offense, the somewhat cumbersome method of creating flames makes it difficult to use effectively, particularly in open spaces. Some spellcasters may find it simpler to simply blast their enemies from afar with spells like [[Fireball]] or wear them down with [[Sticky Flame]] rather than spend time, MP, and spell slots on setting fires one tile at a time.
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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]].
  
Note that mindless monsters, many beasts, and particularly strong or high-HP monsters will choose to walk through the flames to reach you anyway. You can exploit this by laying several Conjured Flames while retreating in a straight line away from them (preferably down a corridor); your opponent will happily tread through the flames, taking severe damage in the process. 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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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]].
  
Monsters standing in a harmful cloud will always be willing to step from it into another harmful cloud, even if it's worse, as long as they weren't immune to the first cloud. You can exploit this by either creating more dangerous clouds between your Conjured Flame and yourself or by casting a spell like [[Mephitic Cloud]] or [[Poisonous Vapours]] to prompt a stubborn monster to enter your flames.
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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.
  
When there is a monster adjacent to you standing in a flame cloud, it is generally best to try to keep it there so it continues to burn. Avoid retreating from monsters that are standing in your flames unless they are strong enough to kill you before burning to death or if you're in a dangerous spot. Conjure Flames is also somewhat less effective against monsters that can [[trample]] you backwards and give themselves space to escape the fire; if you must use it on tramplers, try to keep your back to a solid object so you can't be moved out of the way.
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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 a monster refuses to enter your flames and has no ranged attacks, you can freely pummel it from afar with [[reaching]] weapons, ranged weapons, and magic. (Remember not to cast fire-neutralizing Ice Magic across the 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.
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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==
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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.
 
*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 [[0.17]], Conjure Flame had a range of 4.
 
*Prior to version [[0.15]], Conjure Flame could set nearby [[tree]]s ablaze.
 
*Prior to version [[0.15]], Conjure Flame could set nearby [[tree]]s ablaze.
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==References==
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<references />

Latest revision as of 10:38, 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)