Difference between revisions of "Magic Dart"

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'''Magic Dart''' is a level 1 [[Conjurations]] spell which throws a dart of energy at an opponent, dealing 1d8 physical damage at max power. This is reduced by [[AC]], making it near useless against heavily armoured opponents. What this spell lacks in lethality compared to other level 1 spells, it makes up for with excellent range and the fact that it can't miss the target.
 
'''Magic Dart''' is a level 1 [[Conjurations]] spell which throws a dart of energy at an opponent, dealing 1d8 physical damage at max power. This is reduced by [[AC]], making it near useless against heavily armoured opponents. What this spell lacks in lethality compared to other level 1 spells, it makes up for with excellent range and the fact that it can't miss the target.
  
Magic Dart becomes obsolete as a combat spell in the mid- and late-game.  It remains useful as a way to draw individual monsters away from a large pack (such as in the antechamber of the [[Orb of Zot]]), and is excellent for detonating [[giant spore]]s at a safe distance.
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Magic Dart becomes obsolete as a combat spell in the mid- and late-game.  It remains useful as a way to draw individual monsters away from a large pack, and is excellent for detonating [[giant spore]]s at a safe distance.
  
 
[[Wizard]]s and [[Conjurer]]s begin with this spell memorized.
 
[[Wizard]]s and [[Conjurer]]s begin with this spell memorized.

Revision as of 19:52, 17 April 2013

Magic dart.png Magic Dart
Level 1
School1 Conjuration
Source(s)
Casting noise 1
Spell noise 1
This spell hurls a small bolt of magical energy. It never misses.

Magic Dart is a level 1 Conjurations spell which throws a dart of energy at an opponent, dealing 1d8 physical damage at max power. This is reduced by AC, making it near useless against heavily armoured opponents. What this spell lacks in lethality compared to other level 1 spells, it makes up for with excellent range and the fact that it can't miss the target.

Magic Dart becomes obsolete as a combat spell in the mid- and late-game. It remains useful as a way to draw individual monsters away from a large pack, and is excellent for detonating giant spores at a safe distance.

Wizards and Conjurers begin with this spell memorized.