Difference between revisions of "Plasma Beam"

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Fires 2 bolts. It will fire at the furthest enemy within this spell's 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.
 
Fires 2 bolts. It will fire at the furthest enemy within this spell's 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.
  
The bolts use the same path as any manually-aimed projectile (Plasma Beam is always aimed directly at its intended target). You can see any possible trajectories when targeting this spell.
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The bolts follow the same trajectory that a regular projectile would use, when you are aiming directly at the intended target. There will always be one (and only one) possible trajectory per target.
  
 
Unlike traditional [[bolt spell]]s, Plasma Beam doesn't reduce in range for each target you hit.
 
Unlike traditional [[bolt spell]]s, Plasma Beam doesn't reduce in range for each target you hit.

Revision as of 03:24, 5 May 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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Spell Details
Damage Formula 1d(11+(Power*3)/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 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 within this spell's 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.

The bolts follow the same trajectory that a regular projectile would use, when you are aiming directly at the intended target. There will always be one (and only one) possible trajectory per target.

Unlike traditional bolt spells, Plasma Beam doesn't reduce in range for each target you hit.

Strategy

  • Awkward schooling, but a powerful spell. At 56 spellpower, this spell deals 2 x 1d44 damage (avg. 44), while Iron Shot would deal 9d6 (avg. 27). Iron Shot is more accurate, has the advantage of physical damage, and has manual aiming. However, this spell can also pierce enemies.

History

Plasma Beam was added in 0.30.