Irradiate

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Revision as of 00:09, 4 May 2016 by Jwoodward48ss (talk | contribs) (I have found no evidence that there even is such a thing as the "wretched" status effect anymore, so I am removing the relevant (or irrelevant in this case) statement.)
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Version 0.16: This article may not be up to date for the latest stable release of Crawl.


Irradiate.png Irradiate
Level 5
School1 Conjuration
School2 Transmutation
Source(s)
Casting noise 4
Spell noise 0
This spell transmutes a ultra-thin layer of the caster's skin (or equivalent) directly into pure magical energy, blasting and deforming adjacent creatures. The caster is not left entirely unaffected; some of the magic lingers, enough to leave them dangerously contaminated after just two or three castings.

Irradiate is a level 5 Conjurations/Transmutations spell that essentially blasts all tiles adjacent to you with pure magical energy, dealing heavy irresistible damage. Multiple applications of this effect stack, but are quite risky to cast - each casting of Irradiate afflicts the caster with 1.5 - 3 points of magical contamination. Since 5 points is enough to start glowing, the caster will often glow after just two castings and almost always after three.

Tips & Tricks

  • Assuming you have no contamination at the moment, it is always safe to cast Irradiate once.
  • If you accidentally cast Irradiate one time too many, quaffing a potion of cancellation should drop you back into the safe zone. Whether it's worth using up the potion to do so, however, is questionable.
  • Remember that bad mutations inflicted via magical contamination partially ignore mutation resistance! Don't expect an amulet of mutation resistance to provide too much help here.

History

Irradiate was added in 0.16.