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  1. - Top - End - #1
    Barbarian in the Playground
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    Default "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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.
    Last edited by Noctis Vigil; 2012-03-08 at 02:12 PM.

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

    I see precisely zero problem with any of these. Well done.

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

    Since these work "Exactly like Magic Missile except...", does that mean Shield and Nightshield can protect against them entirely?
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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

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

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

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    Barbarian in the Playground
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    I see precisely zero problem with any of these. Well done.
    Thank you.

    Quote Originally Posted by Welknair View Post
    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.

    Quote Originally Posted by undead hero View Post
    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?

    Quote Originally Posted by Kane0 View Post
    For added versatility, make specialist evokers able to switch between the elements as needed if they have them as spells known
    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.

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

    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?
    Last edited by Diet_Rich_Cola; 2012-03-01 at 11:47 AM.

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

    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.
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    Barbarian in the Playground
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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.

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

    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.

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    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.

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    Barbarian in the Playground
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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).

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

    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)
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    Barbarian in the Playground
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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.

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

    SR, but I digress... at low levels 1d6+1 damage can drop most stuff, or rather, stuff the beat stick isn't droping.
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    Healing bolt should be specified to use Positive Enegy, allowing it to harm Undead (I assume that's what you were intending).
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    Quote Originally Posted by bobthe6th View Post
    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.
    Last edited by The Mentalist; 2012-03-07 at 11:14 PM.
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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
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    Barbarian in the Playground
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    Default Re: "Am I done yet? I've not even used a second element yet!" (3.5 Spell, PEACH)

    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.

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    Quote Originally Posted by Noctis Vigil View Post
    ...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.

    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, 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.

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

    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.
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