Difference between revisions of "Searing Ray"

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{{version029}}{{spell info}}
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{{Spell
 
|name=Searing Ray
 
|level=2
 
|school1={{Conjurations}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Conjurations]]
 
</div>
 
|castingnoise=2
 
|spellnoise=2
 
}}
 
{{Flavour|This spell fires a continuous ray of arcane energy from the caster's hands. Though initially mild, so long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will grow in strength until it becomes a surging beam able to tear clean through the ranks of the caster's foes.}}
 
 
{{AttackSpell
 
{{AttackSpell
 
|name=Searing Ray
 
|name=Searing Ray
 
|formula = <div>
 
|formula = <div>
*2d(3+Power/13) (first and second ray)
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2d(4.5 + Power/14)
*3d(3+Power/12) (third ray)
 
*4d(3+Power/12) (fourth ray; penetrating beam)
 
 
</div>
 
</div>
|maxdmg = 4d(7.16)
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|maxdmg = 2d8
 
|maxsp = 50
 
|maxsp = 50
 
|range = 4
 
|range = 4
|target = Beam (final ray: Bolt)
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|target = Bolt
|special = Multiturn conjuration}}
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|tohit = <div>
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11+Power/8
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</div>
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|special = Channeled spell}}
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'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires [[penetration|penetrating]] beams of energy over multiple turns.
  
'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a beam of energy that starts out weak, but grows in power over time. The caster gains a '''Ray''' [[status effect|status]] once they fire it, and each subsequent turn that they perform no other action, the searing ray refires along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. Each additional ray costs 1 [[MP]].
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[[Conjurer]]s start with this spell in their libraries.
  
Note that, in order to activate Searing Ray's additional effects, you must ''pass your turn'' with the '''s''' or '''.''' key after casting it only once. Recasting the spell will simply start a new ray. Also, be aware that [[paralysis]], [[confusion]], [[sleep]], full [[petrification]], and [[berserk]] will end the spell immediately, as will being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.). [[Silence]] will not, though whether this is intentional or a glitch is unknown.
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==Useful Info==
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Searing Ray is a [[channeling spell]]. Once fired, the caster gains a '''Ray''' [[status effect|status]]. For 3 turns, every turn ''[[wait]]ed'' (with '''s''' or '''.''') will fire another searing ray, which costs only 1 [[MP]]. Thus a "full cast" is 5 MP. Channeled rays will target the monster you targeted; if the target is invalid, or if you aimed at the ground (with '''f .'''), it will travel across the last beam path.
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Being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.) ends the channel, as does [[Silence]]. [[Paralysis]], [[confusion]], [[sleep]], and full [[petrification]] will pause channeling.
  
 
==History==
 
==History==
Searing Ray will be added in [[0.13]].
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*Prior to [[0.28]]. Searing Ray dealt <code>3d(3+Power/12)</code> damage.
 
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*Autofight with this spell became smarter in [[0.27]].
[[Category:Crystal Ball Articles]]
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*Prior to [[0.25]], Searing Ray grew more powerful with each additional ray, and only the last one was [[penetration|penetrating]]. The spell was unable to follow a specific target, and would always follow the same path.
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*Searing Ray was added in [[0.13]].

Latest revision as of 10:18, 16 October 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Searing ray.png Searing Ray
Level 2
School1 Conjuration
Source(s) Book of Conjurations
Casting noise 2
Spell noise 2
Power Cap 50
Range 4
Flags Dir or target, Needs tracer
Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move.
Spell Details
Damage Formula

2d(4.5 + Power/14)

Max Damage 2d8
Max Power 50
Range 4
Targeting Bolt
To-hit

11+Power/8

Special Channeled spell

Searing Ray is a level 2 Conjurations spell which fires penetrating beams of energy over multiple turns.

Conjurers start with this spell in their libraries.

Useful Info

Searing Ray is a channeling spell. Once fired, the caster gains a Ray status. For 3 turns, every turn waited (with s or .) will fire another searing ray, which costs only 1 MP. Thus a "full cast" is 5 MP. Channeled rays will target the monster you targeted; if the target is invalid, or if you aimed at the ground (with f .), it will travel across the last beam path.

Being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.) ends the channel, as does Silence. Paralysis, confusion, sleep, and full petrification will pause channeling.

History

  • Prior to 0.28. Searing Ray dealt 3d(3+Power/12) damage.
  • Autofight with this spell became smarter in 0.27.
  • Prior to 0.25, Searing Ray grew more powerful with each additional ray, and only the last one was penetrating. The spell was unable to follow a specific target, and would always follow the same path.
  • Searing Ray was added in 0.13.