Difference between revisions of "Spellbook of flame sphere"

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(Techniques)
(formatting + copyedit pass - calling flame sphere cheese out as "degenerate" when it's one of the tamer forms of cheese that exist in SLASH'EM by far is hilarious)
 
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{{spellbook|name=flame sphere|level=1|type=matter|turns=2}}
 
{{spellbook|name=flame sphere|level=1|type=matter|turns=2}}
  
The '''spellbook of flame sphere''' is a [[deferred feature]]. It creates a [[tame]] [[flaming sphere]] which explodes at an enemy. It is implemented in [[SLASH'EM]].
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The '''spellbook of flame sphere''' is a [[deferred feature]] that exists in the code of ''[[NetHack]]'', and can be read to learn the '''spell of flame sphere'''. It is a level 1 [[matter spell]], and the [[spellbook]] takes roughly two turns to read.
  
==SLASH'EM==
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The spellbook is implemented in [[SLASH'EM]], [[GruntHack]], [[SlashTHEM]], [[EvilHack]], and [[Hack'EM]].
  
In SLASH'EM, the spellbook of flame sphere is part of the starting equipment of the [[flame mage]] class.  It is the staple attack spell for the flame mage in the early game, since the more powerful [[fireball]] begins out of reach.  The flame mage starts with [[matter]] skill at [[basic]] level. As this skill improves, the number of flaming spheres summoned will increase to two at [[skilled]] and three at [[expert]], all for the same casting cost.
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==Generation==
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All [[Flame Mage]]s start the game with a spellbook of flame sphere.
  
===General Strategy===
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==Description==
Since the flame sphere does not attack a monster directionally in the way that [[force bolt]] or [[magic missile]] does, the flame mage must learn to manipulate the flame sphere's position to defend against enemies. Using pet displacement is an important aspect; you will learn to dance through your spheres to get them into range of enemies. The flame mage should generally keep a flame sphere floating around in the early game just in case.  In the likely event that your spheres sometimes get left behind, they may go feral and revert to peacefully bobbing around in empty rooms.  Flame spheres do not appear able to turn hostile.
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When cast, the spell creates a [[tame]] [[flaming sphere]] - if cast at Skilled level, two flaming spheres are created, and if cast at Expert, three are created.
  
On the other hand, flame spheres left to their own devices can cause a lot of problems.  Since they are summoned monsters rather than pets, responsibility for their kills accrues to the player. This means not only that you will get the experience for the kills, but also the blame: [[shopkeeper]]s, [[guard]]s, [[peaceful]] monsters, and [[god]]s will direct their anger at you if your spheres blow up in the wrong direction.  The flame mage thus needs to keep an eye on where his or her spheres go and make a point of using them only in safe contexts.  It is usually unwise to attack [[mimic]]s in [[shop]]s with sphere attacks: they may miss their mark. The flame mage should use closed doors to control where spheres can travel and try to "burn off" excess spheres after a major battle before exploring the dungeon too far.  (The fungi that crop up on a batch of corpses in SLASH'EM may be useful for this purpose.)
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Flaming spheres created by this spell are considered [[spell being]]s: monsters killed by exploding flaming spheres are considered the responsibility of the player character, i.e. they gain experience from monsters the sphere killed, as well as any blame if the sphere attacks a [[peaceful]] monster. In addition, some variants make it so that flaming spheres created by the spell will only exist for a certain amount of time.
  
Finally, the flame mage must use caution while [[blind]], since flame spheres will not show up through [[telepathy]] and killing one by accident has the same [[anger]] effects as killing a pet.
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==Strategy==
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Any role that relies on flaming spheres from this spell for offense will have to adjust to its non-directional attacks and learn to manipulate the sphere's position to defend against enemies, including careful displacement of the spheres - for Flame Mages, the flame sphere constitutes their primary form of magical offense alongside the starting [[wand of fire]], and it is often worth keeping one active just in case. Flame spheres can be quite useful against cross-aligned [[unicorn]]s and other skittish hostiles, but are naturally useless against monsters with [[fire resistance]].
  
===Techniques===
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Discretion is the better part of valor in utilizing the flame sphere spell: do not allow summoned spheres to drift near [[shopkeeper]]s or other similar peacefuls, e.g. by trying to attack [[mimic]]s in [[shop]]s with them, and exercise caution if moving while [[blind]] to avoid killing pet spheres - flaming spheres are mindless, and early hits to [[alignment]] and [[luck]] may take a while to repair if you plan on [[pray]]ing to your [[deity]]. This is especially true in variants that give spheres 3x3 explosions similar to [[gas spore]]s.
A flame sphere is the perfect weapon for jumping the distance between you and a [[cross-aligned]] [[unicorn]]. Two or three should do the trick.
 
  
Find a magic whistle early to keep your spheres close.
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Closing [[door]]s can be used to control where spheres move, and [[magic whistle]]s can help keep them close; in variants where summoned spheres do not vanish, weaker hostile monsters such as [[fungi]] can be used to "burn off" extra spheres from a major fight before proceeding.
  
Keep in mind monsters' different vulnerabilities: flame spheres will not affect high-level [[demon]]s, nor, of course, fire [[elemental]]s, [[fire vortex|fire vortices]], etc.
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===Taking shops with spheres===
 
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In SLASH'EM, shopkeepers cannot easily adapt their movement to a character positioned on a certain square, which can be exploited to kill them easily with several flaming spheres without them leaving the shop and attacking you: stand diagonally next to an open shop door, using a digging tool to carve out a suitable niche if necessary, then summon flame spheres using this spell and a combination of the [[power surge]] and [[draw energy]] [[technique]]s as necessary. The shopkeeper will continue to switch weapons and patrol the shop interior, unsure of your position, until they are eventually killed.
Flame spheres have the dramatic ability to take down shopkeepers without giving them the chance to leave their shop and attack.  Simply stand diagonally next to an open shop door (not in front of it, unless you want to get shot) and keep summoning, using a combination of [[power surge]] and [[draw energy]] [[technique]]s as necessary. (You may need a [[pick-axe]] to carve out a suitable nook for yourself.) The shopkeeper will continue to switch weapons and patrol his or her shop interior, not sure if you are inside or outside.  Eventually, you will stop hearing the explosions of your spheres (or you will level up).  The shop is yours!  (Note that this should almost certainly be considered [[degenerate behavior]].)
 
  
 
==See also==
 
==See also==
*[[Spellbook of freeze sphere]]
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* [[Spellbook of freeze sphere]]
*[[Spellcasting (SLASH'EM)#SLASH'EM spellbooks|List of SLASH'EM spellbooks]]
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{{variant-343|offset=2}}
 
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{{slashem-7E7|offset=1}}
{{se-stub}}
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{{nethack-367}}
[[Category:SLASH'EM items]]
 
[[Category:SLASH'EM]]
 
{{stub}}
 
 
[[Category:Deferred features]]
 
[[Category:Deferred features]]
 
[[Category:Spellbooks|Flame sphere]]
 
[[Category:Spellbooks|Flame sphere]]
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[[Category:SLASH'EM spellbooks|Flame sphere]]
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[[Category:GruntHack spellbooks|Flame sphere]]
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[[Category:SlashTHEM spellbooks|Flame sphere]]
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[[Category:EvilHack spellbooks|Flame sphere]]
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[[Category:Hack'EM spellbooks|Flame sphere]]

Latest revision as of 15:03, 11 February 2024

spellbook of
+   flame sphere   Light green spellbook.png
Appearance random
Base price 100 zm
Weight 50
Turns to read 2
Ink to write 5–9
Spell type matter
Level 1
Power cost 5 Pw

The spellbook of flame sphere is a deferred feature that exists in the code of NetHack, and can be read to learn the spell of flame sphere. It is a level 1 matter spell, and the spellbook takes roughly two turns to read.

The spellbook is implemented in SLASH'EM, GruntHack, SlashTHEM, EvilHack, and Hack'EM.

Generation

All Flame Mages start the game with a spellbook of flame sphere.

Description

When cast, the spell creates a tame flaming sphere - if cast at Skilled level, two flaming spheres are created, and if cast at Expert, three are created.

Flaming spheres created by this spell are considered spell beings: monsters killed by exploding flaming spheres are considered the responsibility of the player character, i.e. they gain experience from monsters the sphere killed, as well as any blame if the sphere attacks a peaceful monster. In addition, some variants make it so that flaming spheres created by the spell will only exist for a certain amount of time.

Strategy

Any role that relies on flaming spheres from this spell for offense will have to adjust to its non-directional attacks and learn to manipulate the sphere's position to defend against enemies, including careful displacement of the spheres - for Flame Mages, the flame sphere constitutes their primary form of magical offense alongside the starting wand of fire, and it is often worth keeping one active just in case. Flame spheres can be quite useful against cross-aligned unicorns and other skittish hostiles, but are naturally useless against monsters with fire resistance.

Discretion is the better part of valor in utilizing the flame sphere spell: do not allow summoned spheres to drift near shopkeepers or other similar peacefuls, e.g. by trying to attack mimics in shops with them, and exercise caution if moving while blind to avoid killing pet spheres - flaming spheres are mindless, and early hits to alignment and luck may take a while to repair if you plan on praying to your deity. This is especially true in variants that give spheres 3x3 explosions similar to gas spores.

Closing doors can be used to control where spheres move, and magic whistles can help keep them close; in variants where summoned spheres do not vanish, weaker hostile monsters such as fungi can be used to "burn off" extra spheres from a major fight before proceeding.

Taking shops with spheres

In SLASH'EM, shopkeepers cannot easily adapt their movement to a character positioned on a certain square, which can be exploited to kill them easily with several flaming spheres without them leaving the shop and attacking you: stand diagonally next to an open shop door, using a digging tool to carve out a suitable niche if necessary, then summon flame spheres using this spell and a combination of the power surge and draw energy techniques as necessary. The shopkeeper will continue to switch weapons and patrol the shop interior, unsure of your position, until they are eventually killed.

See also