Searing Ray

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Revision as of 11:25, 15 August 2020 by LunaeLumen (talk | contribs) (Update to 0.25)
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Version 0.25: 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
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

3d(3+Power/12)

Max Damage 3d7
Max Power 50
Range 4
Targeting Bolt
To-hit

11+Power/8

Special Multiturn conjuration

Searing Ray is a level 2 Conjurations spell which fires a penetrating beam of energy. The caster gains a Ray status once they fire it, and each subsequent turn that they perform no other action, the searing ray refires at the original target (if applicable) or along the last beam path. It will do this 3 times. Each additional ray costs 1 MP, thus costing 5 for a full cast.

Note that, in order to continue casting Searing Ray, you must pass your turn with the s or . key after casting it only once. Recasting the spell will simply start a new ray (at the full MP cost). 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 however will not.

History

  • 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.