Post by peterlind on Jan 26, 2016 13:35:04 GMT -6
The magic missile spell has taken various forms, which usually ends up being decided by the GM. Using the spell description in S&W Core as a template, I have worked on a version that leaves the type of magic missile up to the player at the time of casting. What do you think of this approach, and how would you tweak or improve it? Thanks.
Magic Missile
Spell Level: Magic-user, 1st Level
Range: 150 ft
Duration: Immediate
A magical missile flies where the caster directs, with a range of 150 ft. There are two types of the magic missile spell, one of which the magic user will specify at the time of casting.
Targeted (or "Magic Arrow"): With the first type, the magic user must roll to hit the target with a +1 bonus to the roll. Due to the swiftness at which a magic missile flies towards its target, the range is considered “short” for all targets out to the maximum range of 150’. If the magic missile hits, the target takes 1d6+1 points of damage.
Non-Targeted (or "Magic Bolt"): With the second type of magic missile, the missile hits automatically, doing 1d4+1 (or 1d6 - undecided) points of damage, though the target may make a saving throw to take one-half damage.
In either case, the magic user casts an additional two missiles for every 5 levels of experience. Thus, at fifth level, the caster is able to hurl 3 magic missiles, and 5 missiles at 10th level. Each extra missile may be directed by the magic user to the same target, or to a different target within range.
Magic Missile
Spell Level: Magic-user, 1st Level
Range: 150 ft
Duration: Immediate
A magical missile flies where the caster directs, with a range of 150 ft. There are two types of the magic missile spell, one of which the magic user will specify at the time of casting.
Targeted (or "Magic Arrow"): With the first type, the magic user must roll to hit the target with a +1 bonus to the roll. Due to the swiftness at which a magic missile flies towards its target, the range is considered “short” for all targets out to the maximum range of 150’. If the magic missile hits, the target takes 1d6+1 points of damage.
Non-Targeted (or "Magic Bolt"): With the second type of magic missile, the missile hits automatically, doing 1d4+1 (or 1d6 - undecided) points of damage, though the target may make a saving throw to take one-half damage.
In either case, the magic user casts an additional two missiles for every 5 levels of experience. Thus, at fifth level, the caster is able to hurl 3 magic missiles, and 5 missiles at 10th level. Each extra missile may be directed by the magic user to the same target, or to a different target within range.