Flame Wave

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Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Flame wave.png 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.
  • 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.

History

  • Prior to 0.29, Flame Wave dealt 2d(4.5+Power/8) damage.
  • Flame Wave was introduced in 0.28.