Plasma Beam

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Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Plasma beam.png Plasma Beam
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 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 2 x 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 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.

Useful Info

Fires two bolts. It will fire at the furthest enemy that is both 1. in line of fire, and 2. within this spell's max range. 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 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.

Gallery

History

  • Plasma Beam was added in 0.30.