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authorDracoOmega <draco_omega@live.com>2013-07-15 18:37:24 -0230
committerDracoOmega <draco_omega@live.com>2013-07-15 21:45:43 -0230
commitf70f79a1d8745b29295fbea164f509df43a99d40 (patch)
tree8e938c910f5b746cb77e47944aa35297cdd3c1b6 /crawl-ref/source/zap-data.h
parent94e50615ac3d9f5ddd4698157c6811c50b97fb9e (diff)
downloadcrawl-ref-f70f79a1d8745b29295fbea164f509df43a99d40.tar.gz
crawl-ref-f70f79a1d8745b29295fbea164f509df43a99d40.zip
New player spell: Searing Ray
This is a level 2 pure conjurations spell, intended to replace Force Lance in the conjurer starting book. While Force Lance had a decent concept, its role in the book was sort of awkward. Its effect was unreliable, usable only at extreme close range, and cost twice as much as magic dart at a time where mp is at a premium, yet didn't actually hurt twice as much (and could miss). For many characters, by the time you would have enough mp and spellpower to make good use of it, you had already outgrown it for better spells. This spell is aimed to better fill a transitional niche between magic dart and the stronger conjurations, without rendering the former obsolete, either. Searing Ray is a close range spell (though not quite AS close range) which fires a continuous ray of energy that starts out weak, but grows in power over time as it is channelled. Mechanically, 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. 1 mp is charged for each turn the ray is maintained (and it will end prematurely if you run out), and the player is offered a warning prompt and chance to cancel if the beam path becomes unsafe (ie: an ally wandered into it) but it cannot be reaimed without starting the channeling from the beginning. The final stage is quite powerful for a level 2 spell, but it also requires remaining stationary at a close range to your target for 4 turns, and for them not to move out of the beam path during this (and also costs 5 mp in total). The initial stages, in contrast, are weaker than other level 2 conjurations like throw frost or flame. Numbers probably need more adjusting, but I think the basic concept fills the level 2 slot in the Book of Conjurations better than Force Lance did.
Diffstat (limited to 'crawl-ref/source/zap-data.h')
-rw-r--r--crawl-ref/source/zap-data.h48
1 files changed, 48 insertions, 0 deletions
diff --git a/crawl-ref/source/zap-data.h b/crawl-ref/source/zap-data.h
index 098bf7ce5e..149539d09b 100644
--- a/crawl-ref/source/zap-data.h
+++ b/crawl-ref/source/zap-data.h
@@ -1080,3 +1080,51 @@ struct zap_info
false,
3
},
+
+{
+ ZAP_SEARING_RAY_I,
+ "searing ray",
+ 50,
+ new dicedef_calculator<2, 3, 1, 13>,
+ new tohit_calculator<10, 1, 9>,
+ MAGENTA,
+ false,
+ BEAM_MMISSILE,
+ DCHAR_FIRED_ZAP,
+ true,
+ false,
+ false,
+ 2
+},
+
+{
+ ZAP_SEARING_RAY_II,
+ "searing ray",
+ 50,
+ new dicedef_calculator<3, 3, 1, 12>,
+ new tohit_calculator<11, 1, 8>,
+ LIGHTMAGENTA,
+ false,
+ BEAM_MMISSILE,
+ DCHAR_FIRED_ZAP,
+ true,
+ false,
+ false,
+ 2
+},
+
+{
+ ZAP_SEARING_RAY_III,
+ "searing ray",
+ 50,
+ new dicedef_calculator<4, 3, 1, 12>,
+ new tohit_calculator<12, 1, 7>,
+ WHITE,
+ false,
+ BEAM_MMISSILE,
+ DCHAR_FIRED_ZAP,
+ true,
+ true,
+ false,
+ 2
+},