Difference between revisions of "Conjure Ball Lightning"

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(use {{monsters with spell}} macro)
(ball lightning cannot see invisible)
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[[Conjure Ball Lightning]] is a level 6 [[Air Magic]]/[[Conjurations]] spell which brings into existence 2 to 5 temporary instances<ref>The formula for the number of conjured ball lightnings is:   
 
[[Conjure Ball Lightning]] is a level 6 [[Air Magic]]/[[Conjurations]] spell which brings into existence 2 to 5 temporary instances<ref>The formula for the number of conjured ball lightnings is:   
<code>min(5, 2 + pow / 100 + random2(pow / 50 + 1))</code></ref> of [[ball lightning]] which individually home in on any existing creature in the area (except the caster), and explode when in range, dealing 3d20 electricity damage to anything in a 2 or 3 area radius (same chance).  
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<code>min(5, 2 + pow / 100 + random2(pow / 50 + 1))</code></ref> of [[ball lightning]] which individually home in on any existing, [[invisible|visible]] creature in the area (except the caster), and explode when in range, dealing 3d20 electricity damage to anything in a 2 or 3 area radius (same chance).  
  
 
[[Electricity resistance]] is obligatory, unless one should desire [[YASD]].
 
[[Electricity resistance]] is obligatory, unless one should desire [[YASD]].
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*Only very few, specific creatures have electricity resistance, making this a great all-around spell for area attacks on large numbers of creatures. It's especially suited for attacking creatures who are adjacent or surrounding the player (since the attack is relatively harmless to the player with rElec).  
 
*Only very few, specific creatures have electricity resistance, making this a great all-around spell for area attacks on large numbers of creatures. It's especially suited for attacking creatures who are adjacent or surrounding the player (since the attack is relatively harmless to the player with rElec).  
  
*Lacking rElec, the player should cast CBL only in the greatest emergency when there is no other alternative and use these precautions: the target enemy must be at the furthest possible range, with no nearby enemy (or plants); the enemy should ideally not be able to [[blink]], [[summon]], nor have ranged casting or projectile ability (any of which might prematurely set off the ball lightnings); the player should move backwards right after casting, to get out of range; should the target be destroyed, the player should remain at a safe distance until all ball lightnings have detonated.
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*Lacking rElec, the player should cast CBL only in the greatest emergency when there is no other alternative and use these precautions: the target enemy must be at the furthest possible range, with no nearby enemy (or plants); the enemy must be visible (ball lightning cannot see invisible); the enemy should ideally not be able to [[blink]], [[summon]], nor have ranged casting or projectile ability (any of which might prematurely set off the ball lightnings); the player should move backwards right after casting, to get out of range; should the target be destroyed, the player should remain at a safe distance until all ball lightnings have detonated.
  
 
== History ==
 
== History ==

Revision as of 08:09, 5 March 2019

Version 0.23: This article may not be up to date for the latest stable release of Crawl.
Conjure ball lightning.png Conjure Ball Lightning
Level 6
School1 Air
School2 Conjuration
Source(s)
Casting noise 6
Spell noise 20 or 25, on each explosion
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.

Conjure Ball Lightning is a level 6 Air Magic/Conjurations spell which brings into existence 2 to 5 temporary instances[1] of ball lightning which individually home in on any existing, visible creature in the area (except the caster), and explode when in range, dealing 3d20 electricity damage to anything in a 2 or 3 area radius (same chance).

Electricity resistance is obligatory, unless one should desire YASD.

Like Orbs of Destruction and player-created clouds, ball lightnings dissipate when out of the player's LOS.


Monster Version

The monster version functions similarly to the player version, with the exception that monster-created ball lightnings do not dissipate when out of the monster's LOS.

The following enemies cast Conjure Ball Lightning:

The following enemies may be able to cast Conjure Ball Lightning, depending on their spell set:

Tips & Tricks

  • Plants, fungi, bushes (but not trees) will equally attract ball lightning, reducing the spell's effectiveness. When possible, lure your intended target away from any such harmless creatures.
  • Only very few, specific creatures have electricity resistance, making this a great all-around spell for area attacks on large numbers of creatures. It's especially suited for attacking creatures who are adjacent or surrounding the player (since the attack is relatively harmless to the player with rElec).
  • Lacking rElec, the player should cast CBL only in the greatest emergency when there is no other alternative and use these precautions: the target enemy must be at the furthest possible range, with no nearby enemy (or plants); the enemy must be visible (ball lightning cannot see invisible); the enemy should ideally not be able to blink, summon, nor have ranged casting or projectile ability (any of which might prematurely set off the ball lightnings); the player should move backwards right after casting, to get out of range; should the target be destroyed, the player should remain at a safe distance until all ball lightnings have detonated.

History

Prior to 0.14, CBL was a level 7 spell and all ball lightnings were permanently confused.

Prior to 0.10, ball lightnings had no duration after which they would explode.

Footnotes

  1. The formula for the number of conjured ball lightnings is: min(5, 2 + pow / 100 + random2(pow / 50 + 1))