Bagel
2010-08-23, 07:08 AM
I'm sure everybody has a pile of similar laying around. Here are mine, and critiques on balance/power would be appreciated. One spell for each level skipping level 1 and level 3 [magic missile, chain missile] level 7-9 probably not gonna be added.
Swift Missile
Evocation [Force]
Level:*Sor/Wiz 0
Components:*V, S
Casting Time:*1 swift action
Range:*Close (25 ft. + 5 ft./2 levels)
Targets:*One Creature
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
A small missile of energy erupts from your fingertips striking a target, dealing 1 point of force damage.
*
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Impacting Missile
Evocation [Force]
Level:*Sor/Wiz 2
Components:*V, S
Casting Time:*1 standard action
Range:*Long (400 ft. + 40 ft./level)
Targets:*One creature
Duration:*Instantaneous
Saving Throw:*Fort Partial
Spell Resistance:*Yes
*
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 2d4+2 points of force damage. You evoke*one*missile for every three caster levels (maximum 5 missiles).*In addition, a successful hit acts as a bull rush with a strength modifier of +2 per missile if target is medium or large or +4 per missile if target is small or tiny. The target must also make a Fort save [ CL+10 +2/Missile] or be knocked prone.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Magic Missile, Greater
Evocation [Force]
Level:*Sor/Wiz 4
Components:*V, S
Casting Time:*1 standard action
Range:*Medium (100 ft. + 10 ft./level)
Targets:*One creature per CL, no two of which can be more than 30 ft. apart
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.*You evoke a number of missiles equal to your Caster Level
*
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Shattering*Missile
Evocation [Force]
Level:*Sor/Wiz 5
Components:*V, S
Casting Time:*1 standard action
Range:*Medium (100 ft. + 10 ft./level)
Targets:*Up to four creatures, no two of which are more than 30 ft. apart
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d4 + 4 points of damage. The missile then explodes in a burst of smaller force missiles that deals half this amount of damage to any creatures adjacent to the primary target. Spells, magic items, and abilities that protect against*magic missile*(such as the*shield*spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A*brooch of shielding*loses a number of charges equal to the number of missiles hitting the creature.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets. You evoke one missile for every five caster levels to a maximum of 4.
The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Missile Storm
Evocation [Force]
Level:*Sor/Wiz 6
Components:*V, S
Casting Time:*1 full round action
Range:*60ft
Area:*25ft radius +5ft/2 levels
Duration:*1d4 rounds
Saving Throw:*Reflex Partial
Spell Resistance:*Yes
*
You call forth an eruption of missiles that strike at every target in range. One missile strikes each target within the spell radius dealing 1d4+1 points of damage for every 3 caster levels each round of the spells duration. The spell continues to strike for up to 4 rounds. Each round after the first, you can use a standard action to move the origin of the spell up to 20ft. Creatures that fail the Reflex save are also dazed for 1 round. Invisible creatures cannot be targeted.
*
The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Does not strike invisible creatures, or allies. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
Swift Missile
Evocation [Force]
Level:*Sor/Wiz 0
Components:*V, S
Casting Time:*1 swift action
Range:*Close (25 ft. + 5 ft./2 levels)
Targets:*One Creature
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
A small missile of energy erupts from your fingertips striking a target, dealing 1 point of force damage.
*
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Impacting Missile
Evocation [Force]
Level:*Sor/Wiz 2
Components:*V, S
Casting Time:*1 standard action
Range:*Long (400 ft. + 40 ft./level)
Targets:*One creature
Duration:*Instantaneous
Saving Throw:*Fort Partial
Spell Resistance:*Yes
*
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 2d4+2 points of force damage. You evoke*one*missile for every three caster levels (maximum 5 missiles).*In addition, a successful hit acts as a bull rush with a strength modifier of +2 per missile if target is medium or large or +4 per missile if target is small or tiny. The target must also make a Fort save [ CL+10 +2/Missile] or be knocked prone.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Magic Missile, Greater
Evocation [Force]
Level:*Sor/Wiz 4
Components:*V, S
Casting Time:*1 standard action
Range:*Medium (100 ft. + 10 ft./level)
Targets:*One creature per CL, no two of which can be more than 30 ft. apart
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.*You evoke a number of missiles equal to your Caster Level
*
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Shattering*Missile
Evocation [Force]
Level:*Sor/Wiz 5
Components:*V, S
Casting Time:*1 standard action
Range:*Medium (100 ft. + 10 ft./level)
Targets:*Up to four creatures, no two of which are more than 30 ft. apart
Duration:*Instantaneous
Saving Throw:*None
Spell Resistance:*Yes
*
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d4 + 4 points of damage. The missile then explodes in a burst of smaller force missiles that deals half this amount of damage to any creatures adjacent to the primary target. Spells, magic items, and abilities that protect against*magic missile*(such as the*shield*spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A*brooch of shielding*loses a number of charges equal to the number of missiles hitting the creature.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets. You evoke one missile for every five caster levels to a maximum of 4.
The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.
*
Missile Storm
Evocation [Force]
Level:*Sor/Wiz 6
Components:*V, S
Casting Time:*1 full round action
Range:*60ft
Area:*25ft radius +5ft/2 levels
Duration:*1d4 rounds
Saving Throw:*Reflex Partial
Spell Resistance:*Yes
*
You call forth an eruption of missiles that strike at every target in range. One missile strikes each target within the spell radius dealing 1d4+1 points of damage for every 3 caster levels each round of the spells duration. The spell continues to strike for up to 4 rounds. Each round after the first, you can use a standard action to move the origin of the spell up to 20ft. Creatures that fail the Reflex save are also dazed for 1 round. Invisible creatures cannot be targeted.
*
The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Does not strike invisible creatures, or allies. This spell is effected by all effects, penalties, defenses and bonuses that would effect a*Magic Missile*spell.