Plasma Beam
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Plasma Beam
Level 6 School1 Air School2 Fire Source(s) Book of Fire
Book of LightningCasting noise 6 Spell noise 20 Power Cap 200 Range LOS Flags Needs tracer Fires a penetrating beam of plasma at one of the caster's most distant foes. The ionized beam bypasses half of defenders' armour, and a second beam of fire follows in its wake. Spell Details Damage Formula 1d(11+(3*Power)/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 ACPlasma 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 that is both 1. in line of fire, and 2. within this spell's max range. 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.
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 is impacted x1.5 by AC than usual.Strategy
- Awkward schooling, but a powerful spell. At 50 spellpower, this spell deals 2 x 1d41 damage (avg. 41). 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.