Difference between revisions of "Summon Lightning Spire"
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==Effect== | ==Effect== | ||
− | An immobile lightning spire that shoots [[Electrical Bolt|bolts of electricity]] will be placed in a random location within two tiles of the caster. The location must be empty and not [[deep water]] or [[lava]]. | + | An immobile lightning spire that shoots [[Electrical Bolt|bolts of electricity]] will be placed in a random location within two tiles of the caster. The location must be empty and not [[deep water]] or [[lava]]. Electric Bolts pierce through enemies and will bounce from most [[wall]]s (potentially [[doublezap|hitting targets twice]]). |
− | The lightning spire has <code><spell power> / 10</code> [[hit dice]] (minimum of 1).<ref>{{source ref|0.28.0|spl-summoning.cc|842}}</ref> Higher [[spell power]] increases the spire's | + | The lightning spire has <code><spell power> / 10</code> [[hit dice]] (minimum of 1).<ref>{{source ref|0.28.0|spl-summoning.cc|842}}</ref> Higher [[spell power]] increases the spire's HP, accuracy, and damage. |
The construct lasts for around 18 turns, regardless of spell power. | The construct lasts for around 18 turns, regardless of spell power. |
Revision as of 02:43, 18 June 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Summon Lightning Spire | |
---|---|
Level | 4 |
School1 | Air |
School2 | Summoning |
Source(s) | Book of Iron Book of Storms |
Casting noise | 2 |
Spell noise | 0 |
Power Cap | 100 |
Constructs a lightning spire in a nearby location. It can fire bouncing bolts of electricity at the caster's foes, but is completely immobile. The strength of the spire depends on spell power. |
Summon Lightning Spire is a level 4 Summoning/Air spell which summons a lightning spire. It can only maintain a single lightning spire at a time; casting the spell again will replace the old one.
Summoners begin with this spell in their libraries.
Effect
An immobile lightning spire that shoots bolts of electricity will be placed in a random location within two tiles of the caster. The location must be empty and not deep water or lava. Electric Bolts pierce through enemies and will bounce from most walls (potentially hitting targets twice).
The lightning spire has <spell power> / 10
hit dice (minimum of 1).[1] Higher spell power increases the spire's HP, accuracy, and damage.
The construct lasts for around 18 turns, regardless of spell power.
Strategy
- A lightning spire can get doublezaps on monsters when its bolt reflects off a wall. If the spire isn't placed in a way that allows that to happen and you have MP to spare, consider summoning a new one to try to place it somewhere better.
- The spire will avoid shooting allies (including you) unless they are electricity resistant or invisible. So make sure to position yourself and your allies in a way that allows the spire to remain effective.
- The lightning spire cannot see invisible. If you or one of your allies in its line of fire is invisible, it will fire its bolts right through you. Additionally, a lightning spire is useless against monsters that are inherently invisible unless there is a visible monster behind them.
- You can use the spire to block line of fire for hostile hexers or to seal off a corridor when you need to retreat.
- However, the random placement might mean that the spire blocks off your retreat path. You can attack it with ctrl-direction or v to make it dissipate instantly.
- The spire is immune to electricity, poison, and negative energy, so you can safely use area-of-effect spells of those elements without harming it.
History
- Prior to 0.25, the spire was summoned to a targeted location, instead of randomly. Lightning Spire was often considered one of the best spells in the game before this change.
- This spell was added in 0.14.
References
- ↑ spl-summoning.cc:842 (0.28.0)