Plasma Beam
Plasma Beam | |
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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 | |
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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.
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 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. 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.
Gallery
History
- Plasma Beam was added in 0.30.