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Channeling spell: Difference between revisions

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Latest revision as of 17:26, 17 January 2026

Version 0.33: This article may not be up to date for the latest stable release of Crawl.

For passive MP recovery, see Channeling.

Channeling spells are a group of spells that can be recast ("channeled") on subsequent turns by waiting (with . or s). They include:

Useful Info

After casting a channeling spell, it can be channeled by waiting. Depending on the exact spell, channeling can cause the spell to cast again or progress the spell's timer. Doing so counts as waiting for the purposes of the acrobat property.

The exact mechanics vary by spell:

  • Searing Ray: Channeling will recast the spell, dealing the same damage but costing 1 MP per channel. Can be channeled 3 times per original cast.
  • Flame Wave: Channeling will recast the spell, dealing the same damage, increasing the spell's radius by 1, but costing 1 MP per channel. Can be channeled 2 times per original cast, or 3 times with Vehumet's range boost.
  • Launch Clockwork Bee Channeling the spell is used as a timer; once the channeling ends, the clockwork bee is created. Requires an original cast + 3 turns of channeling.
  • Maxwell's Capacitive Coupling: Channeling the spell is used as a timer; once the channeling ends, the instant kill occurs. Requires a spellpower-dependent channeling time.

Being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.) ends the channel, as does Silence. Paralysis, confusion, sleep, and full petrification will pause channeling.