|Fires a penetrating beam of plasma at one of the caster's most distant foes. The ionized beam bypasses half of defenders' armour, and a second beam of fire follows in its wake.|
Fires two bolts. It will fire at the furthest enemy that is both 1. in line of sight, 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.
Bolts follow the same trajectory as any regular projectile. It's treated as if you aimed directly at the intended target, so there will always be one (and only one) possible path per target. You can view possible paths 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.
- 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.
- Plasma Beam was added in 0.30.