Conjure Flame

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Revision as of 15:56, 25 January 2019 by Bwijn (talk | contribs) (well, no more freezing-branded projectiles)
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Version 0.22: This article may not be up to date for the latest stable release of Crawl.
Conjure flame.png Conjure Flame
Level 3
School1 Conjuration
School2 Fire
Casting noise 3
Spell noise 2
Creates a blazing column of flame in a targeted empty location.
Spell Details
Damage Formula 0
Max Damage 0
Max Power 100
Range 4
Targeting Smite
Special Cloud damage: 6 + (3d16)/3 (fire)
Cloud duration: 3 + (1dPower)/2 + (1dPower)/2, but no more than 23 turns; divided by 4 if the cloud is over water
Cannot be cast on creatures.

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.

Slow monsters (worms, nagas) do not take more damage from clouds; they burn on their own subjective turn.

Tips & Tricks

  • 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.
  • Certain icy spells and effects (e.g. Throw Frost, Bolt of Cold, icy breath weapons) 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 Throw Icicle 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: 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 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.


Conjure Flame is quite useful for blocking off narrow hallways and creating bottlenecks. Note that mindless monsters, many beasts, or particularly strong or high-HP 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.

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.

When there is a monster adjacent to you standing in a flame cloud, it is generally best to try to stay there, because the enemy will take high damage per turn. This strategy fails with trampling monsters who can knock you off your tile on the first melee and potentially only spend 1 turn in your flame.

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 across the flame.)


Prior to version 0.15, Conjure Flame could set nearby trees ablaze.