Difference between revisions of "Searing Ray"

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('''Searing Ray''' will not maintain a target lock if the victim moves out of the original line of fire. Each subsequent beam follows the exact path of the first.)
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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.
 
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.
  
'''Searing Ray''' will not maintain a target lock if the victim moves out of the original line of fire.  Each subsequent beam follows the exact path of the first.
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Searing Ray will not maintain a target lock if the victim moves out of the original line of fire.  Each subsequent beam follows the exact path of the first.
  
 
==History==
 
==History==
 
Searing Ray was added in [[0.13]].
 
Searing Ray was added in [[0.13]].

Revision as of 02:52, 16 April 2017

Version 0.16: 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)
Casting noise 2
Spell noise 2
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.
Spell Details
Damage Formula
  • 2d(3+Power/13) (first and second ray)
  • 3d(3+Power/12) (third ray)
  • 4d(3+Power/12) (fourth ray; penetrating beam)
Max Damage 4d(7.16)
Max Power 50
Range 4
Targeting Beam (final ray: Bolt)
To-hit
Special Multiturn conjuration

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 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, thus costing 5 for a full cast.

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.

Searing Ray will not maintain a target lock if the victim moves out of the original line of fire. Each subsequent beam follows the exact path of the first.

History

Searing Ray was added in 0.13.