Difference between revisions of "Plasma Beam"
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Plasma Beam has awkward schooling and cannot be manually aimed, but it is a high damage spell. At 50 [[spellpower]], this spell deals 2 x 1d41 damage (avg. 42). [[Bombard]], another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more [[to-hit|accurate]], quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is [[noise|loud]], beware of enemies you'll attract. | Plasma Beam has awkward schooling and cannot be manually aimed, but it is a high damage spell. At 50 [[spellpower]], this spell deals 2 x 1d41 damage (avg. 42). [[Bombard]], another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more [[to-hit|accurate]], quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is [[noise|loud]], beware of enemies you'll attract. | ||
| − | This spell's quirk of aiming at the furthest enemy is a downside, but it can be mitigated. If fighting enemies one at a time - which is already ideal - the quirk is irrelevant. With clever maneuvering to funnel enemies through hallways and bottlenecks, it is possible to | + | This spell's quirk of aiming at the furthest enemy is a downside, but it can be mitigated. If fighting enemies one at a time - which is already ideal - the quirk is irrelevant. With clever maneuvering to funnel enemies through hallways and bottlenecks, it is possible to take full advantage of this spell's piercing, zapping entire groups at once. |
[[Magical staff|Staves]] of fire and air greatly enhance the spell's destructive power. The [[Elemental Staff]], because it enhances ''both'' schools, has twice the beneficial effect and should be highly prized. | [[Magical staff|Staves]] of fire and air greatly enhance the spell's destructive power. The [[Elemental Staff]], because it enhances ''both'' schools, has twice the beneficial effect and should be highly prized. | ||
Latest revision as of 19:59, 28 June 2026
| | |
|---|---|
| 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 | 2 x 1d(11+(3*Power)/5) |
| Max Damage | 2 x 1d131 electricity + fire |
| Max Power | 200 |
| Range | LOS |
| 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.
Contents
Useful Info
Fires two penetrating bolts at the furthest enemy in line of sight. 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, as a whole, is impacted x1.5 by AC than usual.
Strategy
Plasma Beam has awkward schooling and cannot be manually aimed, but it is a high damage spell. At 50 spellpower, this spell deals 2 x 1d41 damage (avg. 42). Bombard, another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more accurate, quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is loud, beware of enemies you'll attract.
This spell's quirk of aiming at the furthest enemy is a downside, but it can be mitigated. If fighting enemies one at a time - which is already ideal - the quirk is irrelevant. With clever maneuvering to funnel enemies through hallways and bottlenecks, it is possible to take full advantage of this spell's piercing, zapping entire groups at once.
Staves of fire and air greatly enhance the spell's destructive power. The Elemental Staff, because it enhances both schools, has twice the beneficial effect and should be highly prized.
Gallery
History
- Prior to 0.31, Plasma Beam's range depended on your spell power (3 at 0 power, 10 at 200 power).
- Plasma Beam was added in 0.30.