Difference between revisions of "Vhi's Electric Charge"
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− | '''Vhi's Electric Charge''' is a level | + | '''Vhi's Electric Charge''' is a level 4 [[Translocations]]/[[Air Magic]] spell which causes the user to charge at an enemy, bypassing most obstacles in the way. |
[[Warper]]s start with this spell in their libraries. | [[Warper]]s start with this spell in their libraries. | ||
==Useful Info== | ==Useful Info== | ||
− | When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses [[monster]]s, impassable liquids ([[deep water]]/[[lava]]), [[trap]]s, and other hazards in your path. It can ''not'' pass through translucent [[wall]]s/[[door]]s, [[iron grate]]s, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise. | + | When cast, the spell will move the user up to the target and make a boosted melee attack. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses [[monster]]s, impassable liquids ([[deep water]]/[[lava]]), [[trap]]s, and other hazards in your path. It can ''not'' pass through translucent [[wall]]s/[[door]]s, [[iron grate]]s, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise. |
− | This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when | + | This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when charging, but you can't [[stab]]. |
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 [[to-hit]]. | For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 [[to-hit]]. | ||
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The opposite of [[Lesser Beckoning]], Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid [[attacks of opportunity]], too. | The opposite of [[Lesser Beckoning]], Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid [[attacks of opportunity]], too. | ||
− | Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, | + | Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, it is not a particularly loud spell. |
==History== | ==History== | ||
− | * | + | *Prior to [[0.31]], Vhi's Electric Charge was level 3. |
*Vhi's Electric Charge was added in [[0.30]], using the roll mechanic from [[Palentonga]]. | *Vhi's Electric Charge was added in [[0.30]], using the roll mechanic from [[Palentonga]]. | ||
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Revision as of 19:46, 15 March 2024
Vhi's Electric Charge | |
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Level | 4 |
School1 | Air |
School2 | Translocation |
Source(s) | Book of Lightning Maxwell's Memoranda |
Casting noise | 4 |
Spell noise | 0 |
Power Cap | 50 |
Flags | Not self |
Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival. Additional electric damage will be dealt based on the length of the charge, the power of the spell, and the physical damage of the attack. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination. |
Vhi's Electric Charge is a level 4 Translocations/Air Magic spell which causes the user to charge at an enemy, bypassing most obstacles in the way.
Warpers start with this spell in their libraries.
Useful Info
When cast, the spell will move the user up to the target and make a boosted melee attack. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses monsters, impassable liquids (deep water/lava), traps, and other hazards in your path. It can not pass through translucent walls/doors, iron grates, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise.
This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. Auxiliary attacks and cleaving still apply when charging, but you can't stab.
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional power/1.5
% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 to-hit.
This spell does not work if you cannot translocate (-Tele or Formicid's stasis) or move.
Strategy
The opposite of Lesser Beckoning, Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid attacks of opportunity, too.
Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, it is not a particularly loud spell.
History
- Prior to 0.31, Vhi's Electric Charge was level 3.
- Vhi's Electric Charge was added in 0.30, using the roll mechanic from Palentonga.