Difference between revisions of "Plasma Beam"
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==History== | ==History== | ||
Plasma Beam was added in [[0.30]]. | Plasma Beam was added in [[0.30]]. | ||
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Revision as of 02:47, 5 May 2023
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Spell Details | |
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Damage Formula | 1d(11+(Power*3)/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 2 inaccurate bolts - 1 of fire, and 1 of electricity, directed at the furthest enemy in range.
Mechanics
Fires 2 bolts. It will fire at the furthest enemy within this spell's range. Target must also be in a valid line of fire. Both bolts will always be aimed at the same target. If there are multiple enemies at the same distance, the target is randomly chosen.
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.
Unlike traditional bolt spells, Plasma Beam doesn't reduce in range for each target you hit.
Strategy
- Awkward schooling, but a powerful spell. At 56 spellpower, this spell deals 2 x 1d44 damage (avg. 44). 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.