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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
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.


Irradiate was added in 0.16.