Difference between revisions of "Bolt of Draining"

From CrawlWiki
Jump to: navigation, search
 
m (1 revision: attempting to import spells)
(No difference)

Revision as of 05:10, 21 December 2012

Version 0.10: This article may not be up to date for the latest stable release of Crawl.
Bolt of draining.png Bolt of Draining
Level 6
School1 Conjuration
School2 Necromancy
Source(s)
Casting noise 3
Spell noise 0
This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.
Spell Details
Damage Formula 4d(3.75+Power*3/20)
Max Damage 4d(32.75) negative energy
Max Power 200
Range 6
Targeting Bolt
To-hit
Special Draining

Bolt of Draining is a level 6 Conjurations/Necromancy spell which fires a bolt of negative energy, dealing damage and draining any creatures in its path (much like a more powerful wand of draining that can hit multiple targets; losing one square of range each time it hits something). Negative energy resistance reduces the damage dealt by this spell by 1/3 per rank, granting total immunity at rN+++.

While Bolt of Draining is effective at softening up rows of dangerous natural monsters, using it does reduce the XP you gain from kills and many of the more dangerous late game monsters (as well as all undead and demons) are partially or completely immune to its effects. On the other hand, undead immunity means you can send hordes of undead minions at your foes and shoot Bolts of Draining through them without any risk of harming them. Necromancers looking for means of dealing damage may wish to save the spell levels for the level 7 Necromancy/Summonings spell Haunt, or branch into some other school of magic.

Monster Version

Many monsters are capable of casting Bolt of Draining with extremely irritating results; a permanent loss of XP, potentially reducing your level. While slightly weakening an enemy that you'll kill in two turns isn't very impressive, losing a level or two in a single unlucky combat can be infuriating.

The following monsters can cast Bolt of Draining:

Spell Mechanics

The hit point damage inflicted by a player's Bolt of Draining from any source is determined by:

calc_dice(4, 15 + (power * 3) / 5)

so at power 50, it will do 4d11 (4-44) damage and at power 100 it will do 4d18 (4-72) damage.

Its to-hit number is

(8 + power/20)

giving a value of 10 at power 50 and 13 at power 100.

Cast by a monster, the spell has power equal to 12 times the caster's HD (like any monster spell). All monster-launched bolts of draining do an amount of damage given by

dice_def(3, 6 + power / 13)

with a to-hit number of

(16 + power / 35)

Thus, thrown by a 15 HD caster, it will do 3d19 (3-57) damage and have a to-hit number of 21.