Flaming Ray: Difference between revisions

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If a creature somehow has multiple '''Flaming Hands''', the damage increase is only +1 for each additional '''Flaming Hands'''.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref>
If a creature somehow has multiple '''Flaming Hands''', the damage increase is only +1 for each additional '''Flaming Hands'''.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref>
== Advancement Table ==
{| class="wikitable"
{| class="wikitable"
!Mutation Level
!Mutation Level

Revision as of 19:03, 12 October 2019

Flaming Ray
Category

Physical

Cost

5

Body LocationThe body part(s) where this
mutation can be located

Hands

ExclusionsOther mutations that cannot be
selected with this mutation

Freezing Hands, Burrowing Claws

ID?Use this ID to wish for the mutation
(example: mutation:FlamingHands)

FlamingHands

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Flaming Ray

You emit jets of flame from your hands.

Emits a 9-square ray of flame in the direction of your choice
Cooldown: 10 rounds
Damage: (Level)d4+1
Cannot wear gloves

If a creature somehow has multiple Flaming Hands, the damage increase is only +1 for each additional Flaming Hands.[1]

Advancement Table

Mutation Level Damage
1 1d4+1
2 2d4+1
3 3d4+1
4 4d4+1
5 5d4+1
6 6d4+1
7 7d4+1
8 8d4+1
9 9d4+1
10 10d4+1

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Deals fairly high area damage
  • Very low cooldown
  • Can set enemies on fire, causing them to take more damage
  • Can be used over water to create clouds of Scalding Steam which will linger and damage creatures which enter them.

Disadvantages

  • High cost at character generation
  • Can destroy valuable items on the ground
  • Prevents the player from taking the Freezing Hands or Burrowing Claws mutations
  • Prevents the player from wearing gloves, and gives no AV or DV to compensate

References

  1. XRL.World.Parts.Mutation.FlamingHands.cs