Difference between revisions of "Fortress Blast"
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==Useful Info== | ==Useful Info== | ||
| − | + | Prevents manual movement (and physical abilities like Hop) for <code>70 - 10*power/25</code> [[aut]],<ref>{{source ref|0.33.1|spl-damage.cc|5322}}</ref> after which a 5x5 explosion centered on the caster occurs. You are allowed to do other actions that don't rely on physical movement for the duration, including [[teleport]]/[[blink]]. If something displaces you during the channeling, e.g., an [[elephant]] [[trample]]s you, the fortress blast will dissipate harmlessly. | |
You aren't hurt by the explosion, and it deals <code>6d(4 + 3*[AC^1.343]/17)</code> physical damage (max. 6d39 at 70 AC).<ref>{{source ref|0.33.1|spl-damage.cc|5368}}</ref><ref>{{source ref|0.33.1|zap-data.h|2626}}</ref> Notably, this means that the damage per AC ratio is non-linear, with each successive point of AC having a ''greater'' effect than the last. | You aren't hurt by the explosion, and it deals <code>6d(4 + 3*[AC^1.343]/17)</code> physical damage (max. 6d39 at 70 AC).<ref>{{source ref|0.33.1|spl-damage.cc|5368}}</ref><ref>{{source ref|0.33.1|zap-data.h|2626}}</ref> Notably, this means that the damage per AC ratio is non-linear, with each successive point of AC having a ''greater'' effect than the last. | ||
Latest revision as of 15:03, 20 October 2025
| | |
|---|---|
| Level | 6 |
| School1 | Forgecraft |
| Source(s) | Book of the Fortress Book of Power |
| Casting noise | 6 |
| Spell noise | 20 |
| Power Cap | 75 |
| Range | 2 |
| Flags | Area, Destructive |
| Draws upon the caster's own physical integrity to create a kinetic shockwave that damages foes in a large area. The caster is locked in place for several turns as the shockwave starts to form, and the spell will be cancelled if they are displaced during that time, but they may otherwise perform other actions freely. Spellpower causes the spell to complete more quickly, but the damage depends entirely upon the caster's AC. |
Fortress Blast is a level 6 Forgecraft spell which locks the user into place for a few turns, then creates a 5x5 explosion with damage based entirely on AC.
Contents
Useful Info
Prevents manual movement (and physical abilities like Hop) for 70 - 10*power/25 aut,[1] after which a 5x5 explosion centered on the caster occurs. You are allowed to do other actions that don't rely on physical movement for the duration, including teleport/blink. If something displaces you during the channeling, e.g., an elephant tramples you, the fortress blast will dissipate harmlessly.
You aren't hurt by the explosion, and it deals 6d(4 + 3*[AC^1.343]/17) physical damage (max. 6d39 at 70 AC).[2][3] Notably, this means that the damage per AC ratio is non-linear, with each successive point of AC having a greater effect than the last.
Strategy
Not being able to retreat is quite dangerous in Crawl, so this spell should not be used lightly - try to lure enemies into a known, cleared out area first. This also helps mitigate this spell's loud noise.
The spell is especially good for species that gain extra AC as they level up, like Gargoyles and Nagas.
History
- This spell was added in 0.33.
References
- ↑ spl-damage.cc:5322 (0.33.1)
- ↑ spl-damage.cc:5368 (0.33.1)
- ↑ zap-data.h:2626 (0.33.1)