Spellbook of force bolt
| spellbook of |
+ force bolt
|Base price||100 zm|
|Turns to read||2|
|Ink to write||5–9|
|Power cost||5 Pw|
|Equivalent||wand of striking|
Force bolt is a spell. Every wizard starts the game knowing this spell and carrying a spellbook of force bolt. It is equivalent to a wand of striking. It does 2d12 damage; monsters may resist for half damage. Monsters with player-style magic resistance take no damage.
Force bolt is a great spell for the beginning wizard, both for attacking monsters and for various utility purposes.
As noted above, force bolt deals 2d12 damage. It has a fixed chance of hitting, not affected by the player's dexterity or spell skills; if the roll of a d20 is lower than (10 + monster's AC), the spell hits. This makes it unsuitable for use in the late game, when many monsters have low AC. In the early game, however, this is a quite respectable amount of damage compared to the other weapons usually available, and most early-game monsters have high AC.
Later in the game, and sometimes even early in the game, magic missile is a more effective spell to use for attacking; see the strategy section on that page for a discussion of the math involved.
Force bolt can be used to open hidden doors that you know about but can't find by searching (especially helpful if you have poor luck). Care should be taken to avoid smashing doors to shops in this manner, however; as with other methods of forcibly opening doors, the square immediately in front of the door should first be checked to make sure it does not contain the engraving "closed for inventory" and not opened except with an unlocking tool or spell of knock.
Force bolt can also destroy boulders, which is useful if you need to traverse a blocked corridor. It can also be used to break statues before you obtain a pick-axe. In combination with the stone-to-flesh spell, it can be used to create meatballs from broken statues and boulders, which are useful for raising pets' apport.
Do not attack nymphs with force bolt unless you are desperate. Nymphs like to carry mirrors. If you manage to kill a nymph with this spell, the mirror breaks, causing a -2 Luck penalty. However, if a nymph has stolen your wand of lightning or other dangerous objects and you have no other recourse, it's probably better to take the luck penalty and use the spell.