Plasma Beam: Difference between revisions
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'''Plasma Beam''' is a level 6 [[Fire Magic]]/[[Air Magic]] spell. This spell fires | '''Plasma Beam''' is a level 6 [[Fire Magic]]/[[Air Magic]] spell. This spell fires two inaccurate bolts - a [[fire]] bolt, and an [[electricity]] bolt, directed at the furthest enemy in range. | ||
==Mechanics== | ==Mechanics== | ||
Fires | Fires two bolts. It will fire at the furthest enemy that is both 1. in line of fire, and 2. within this spell's max range. If there are multiple enemies at the same distance, the target is randomly chosen. Both bolts will always be aimed at the same target. | ||
When fired, the bolts follow the same trajectory as any manually-aimed projectile, if that projectile was aimed directly at the intended target. There will always be one (and only one) possible trajectory per target. You can view possible trajectories by targeting this spell. | When fired, the bolts follow the same trajectory as any manually-aimed projectile, if that projectile was aimed directly at the intended target. There will always be one (and only one) possible trajectory per target. You can view possible trajectories by targeting this spell. | ||
Revision as of 07:28, 10 May 2023
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| Level | 6 |
|---|---|
| School1 | Air |
| School2 | Fire |
| Source(s) | Book of Fire Book of Lightning |
| Casting noise | 6 |
| Spell noise | 20 |
| Power Cap | 200 |
| Range | LOS |
| Flags | Destructive, Noisy |
| Fires a penetrating beam of plasma at one of the caster's most distant foes. The ionised beam bypasses half of defenders' armour, and a second beam of fire follows in its wake. |
| Spell Details | |
|---|---|
| Damage Formula | 1d(11+(3*Power)/5) |
| Max Damage | 2 x 1d131 electricity + fire |
| Max Power | 200 |
| Range | 3-10 |
| Targeting | Bolt |
| To-hit | 7+Power/40 |
| Special | Two bolts Elec ignores 1/2 AC |
Plasma Beam is a level 6 Fire Magic/Air Magic spell. This spell fires two inaccurate bolts - a fire bolt, and an electricity bolt, directed at the furthest enemy in range.
Mechanics
Fires two bolts. It will fire at the furthest enemy that is both 1. in line of fire, and 2. within this spell's max range. If there are multiple enemies at the same distance, the target is randomly chosen. Both bolts will always be aimed at the same target.
When fired, the bolts follow the same trajectory as any manually-aimed projectile, if that projectile was aimed directly at the intended target. There will always be one (and only one) possible trajectory per target. You can view possible trajectories by targeting this spell.
The electric bolt will ignore 1/2 of the target's AC, as a property of BEAM_ELEC damage. The fire bolt is fully affected by AC. This means that Plasma Beam is impacted x1.5 by AC than usual.
Strategy
- Awkward schooling, but a powerful spell. At 50 spellpower, this spell deals 2 x 1d41 damage (avg. 41). Iron Shot, another level 6 spell, would deal 9d6 (avg. 27). While Iron Shot has multiple advantages (more accurate, more consistent, irresistible damage, checks AC only once), this spell isn't weak by any means.
- It is a loud spell, so beware of the enemies you'll attract.
History
Plasma Beam was added in 0.30.