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View Full Version : "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)



Noctis Vigil
2012-02-26, 06:22 PM
I've always wished that Magic Missile had non-Force versions. Which means as a homebrewer, it was my job to make them. I even made two versions for Clerics. I have a feeling I probably did something wrong here, so please PEACH.

Flaming Missile
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d6+1 fire damage instead of 1d4+1 force damage.


Freezing Missile
Evocation [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d6+1 cold damage instead of 1d4+1 force damage.


Static Missile
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d6+1 electricity damage instead of 1d4+1 force damage.


Acidic Missile
Evocation [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d6+1 acid damage instead of 1d4+1 force damage.


Sonic Missile
Evocation [Sonic]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d4+1 sonic damage instead of 1d4+1 force damage.


Healing Missile
Evocation [Healing]
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt heals 1d4+1 damage instead of dealing 1d4+1 force damage. This is positive energy, so undead instead take 1d6+1 damage.


Holy Missile
Evocation
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d4+1 untyped divine damage instead of 1d4+1 force damage.


Necrotic Missile
Evocation [Negative]
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as the spell Magic Missile, except each bolt deals 1d4+1 negative energy damage instead of 1d4+1 force damage. This is negative energy damage, so it heals undead instead.

Grod_The_Giant
2012-02-26, 07:49 PM
I see precisely zero problem with any of these. Well done.

Welknair
2012-02-26, 07:52 PM
Since these work "Exactly like Magic Missile except...", does that mean Shield and Nightshield can protect against them entirely?

undead hero
2012-02-26, 08:59 PM
You should add Bard 1 for the Sonic Missile since the Cleric gains Necrotic and Divine Missile.

I'm not sure why wizards and sorcerers are stuck with the element of the spell. I would like to see a spell system that is a bit more flexible with elements, range, dmg, etc etc

Kane0
2012-02-26, 09:08 PM
For added versatility, make specialist evokers able to switch between the elements as needed if they have them as spells known :smallsmile:

Noctis Vigil
2012-02-26, 09:58 PM
I see precisely zero problem with any of these. Well done.

Thank you. :smallbiggrin:


Since these work "Exactly like Magic Missile except...", does that mean Shield and Nightshield can protect against them entirely?

I don't know the Nightshield spell, so I can't say about that one, but yes, Shield would still block these.


You should add Bard 1 for the Sonic Missile since the Cleric gains Necrotic and Divine Missile.

I'm not sure why wizards and sorcerers are stuck with the element of the spell. I would like to see a spell system that is a bit more flexible with elements, range, dmg, etc etc

I like the way you think, sir. Sonic Missile added to the Bard list.

As for your second bit, I'm not entirely sure what you're asking about. Can you please be more specific?


For added versatility, make specialist evokers able to switch between the elements as needed if they have them as spells known :smallsmile:

I'm not going to make a spell have special abilities based on your class. I do however have a PrC planned based around these spells.

Diet_Rich_Cola
2012-03-01, 11:47 AM
Just curious... why do the elemental forms get to do 1d6+1 damage instead of 1d4+1? Unless you knew you were going up against an enemy that had a particular resistance, why would you ever choose the non-elemental form of Magic Missile itself over these more powerful variants?

Nostri
2012-03-01, 12:00 PM
The force and sonic variants of the spell get a smaller damage die because they are considered more potent types of damage then the various other elemental and energy types of damage. Sonic because nothing really has a resistance to sonic damage and force for the same reason and because it can effect ethereal creatures.

Noctis Vigil
2012-03-01, 01:45 PM
Nostri has it right. Force and Sonic spells typically have a damage die one size lower than similar spells by WotC standard. Likewise, the Cleric version is untyped divine damage, so I gave it a lower die size as well.

Diet_Rich_Cola
2012-03-03, 02:39 PM
Thanks for the info. I haven't played 3.5 in a while, and I'm trying to get back into it. What you said about elemental damage being one die size higher sounds vaguely familiar, but it's taking me a while to re-absorb all the DM info again. I was drawn to your thread because I too always wanted elemental versions of MM. I'm going to have to hunt down all my D&D files from my old computer, because I feel like I even made carbon copies of these elemental versions of MM exactly as you have (possibly even including the increased die)... though I don't think I did the sonic or cleric ones. Just wish I wasn't so rusty at this...

Trying to create my own campaign setting... I like how helpful everyone is on this forum so I may post it so I can get everyone's critique.

Straybow
2012-03-07, 08:49 PM
They look fine as spells, but I've never been a fan of making energy variations of everything. I find it bland. The fact that fireball is different from lightning bolt, and cone of cold is a higher level, is part of the flavor.

There are already low level spells for various energy types, with unique characteristics that suit the elements involved: burning hands, shocking grasp, flame strike, acid arrow.

Noctis Vigil
2012-03-07, 09:25 PM
These were something I thought would be interesting. Sure, there are other spells out there, but as a homebrewer it's my job to create things I find interesting and share them with others, whether they're bland or not. Personally, I disagree with that. Can you tell me what most those spells you listed have in common that bites the mage in the ass at low levels? They need a touch attack. Magic Missile is so popular because it doesn't need that attack. These offer a mage a set of effective attack spells that he never has to roll to hit with, all available from the very first level of play, and able to hit any kind of weakness.

If you don't like them, you are of course allowed to request I make something more to your liking and I can take a try at it (although I make no promises on how long it will take to make them).

bobthe6th
2012-03-07, 09:38 PM
a blaster that can't hit touch ac 80-90% of the time is not doing it right...

but nice, very very nice. though a Healing MM might be fun... 1d4+1 is not a lot of healing, but there is nucrotic missile already...

and on that subject, a fell drain twined nucrotic missile seems a bit to much fun...(10 negative levels, 7th level spell slot... so worth it)

Noctis Vigil
2012-03-07, 10:04 PM
Healing Missile added. Thanks for the idea, bobthe6th! As for hitting, 80-90% still means a 10-20% miss chance. I'm more likely to use the spell with no chance to miss at all, personally.

bobthe6th
2012-03-07, 10:32 PM
SR, but I digress... at low levels 1d6+1 damage can drop most stuff, or rather, stuff the beat stick isn't droping.

Othesemo
2012-03-07, 10:36 PM
Healing bolt should be specified to use Positive Enegy, allowing it to harm Undead (I assume that's what you were intending).

The Mentalist
2012-03-07, 11:13 PM
and on that subject, a fell drain twined nucrotic missile seems a bit to much fun...(10 negative levels, 7th level spell slot... so worth it)

I'm pretty sure there's some ettara(sp?) there that makes that only affect once per target. So you would get 2 negative levels to each target.

bobthe6th
2012-03-07, 11:52 PM
ah errata, making RAW=RAI, or some hope of balance...
guess a true strike empowered twined enervation is still the way to go...

the point on healing bolt stands... positive energy damage

Noctis Vigil
2012-03-08, 02:15 PM
Healing Missile now hurts undead, and Necrotic Missile heals them.

As for these spells dropping stuff, I'm sure it can at first level, but so can a few other spells I could mention.

Straybow
2012-03-08, 04:01 PM
...whether they're bland or not. Personally, I disagree with that. Can you tell me what most those spells you listed have in common that bites the mage in the ass at low levels? They need a touch attack. It's not as bad as you think. Burning hands is area effect, a cone that can torch up to 6 dudes, but with range only 15 feet they might be uncomfortably close. I permit shocking grasp to be delivered by metallic contact, your sword or iron shod staff touching an opponent's sword or armor is sufficient, though this allows a save for half.

When I see eight spells (9 including MM) all the same except energy form I must warn the padawan that this leads to the dark side... next thing you know you'll have at-will magic missiles and 1 hp minions wandering around. :smallwink:

I have a spell point system in which the low level wizard can cast more spells but high level wizards not so many, curbing the exponential power growth of wizardry. Spellcasting is skill based instead of automatic. MM is ranged touch, with appropriate bonuses for taking time to aim carefully, etc. It gets close to auto-hit.

I also use a somewhat "realistic" damage system (http://www.giantitp.com/forums/showpost.php?p=12857173&postcount=43), with a reduced failure chance for armor as a modifier to the skill based casting. Since armor actually stops damage combat tends to be gritty, and spellcasters will want armor that doesn't run out.

Cieyrin
2012-03-09, 10:24 AM
Force Missile Mages can add energy types to their magic missiles but, if you're expending spells known on them, I don't see a reason to prevent that. I mean, the Orb line is all separated by energy type, so this seems just as reasonable. The common energy types dealing an average extra point of damage seems a nice balance point as well.