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  1. - Top - End - #1
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    Default Magic Missile Spells

    So, I recently was going through my old characters, and found one of my old favorites: a Diviner Wizard named Mikael Valik. He had a severe fondness for the Magic Missile spell, and researched some custom versions of his own. I figured I'd toss em out here, and you guys could take a look at them. Now, I know neither of the 'Long Nines,' as we called them, rival such things as Gate abused with things like Solars in a vacuum, but in a non-abusive manner, I'm wondering how they stack up. I remember them being useful.

    Mikael's Meteoric Missiles
    Evocation [Force]
    Level: Sorceror/Wizard 9
    Components: Verbal, Somatic
    Casting Time: 1 Standard Action
    Range: Medium (100+ 10 ft./level)
    Target: 1 creature
    Area: 30 ft radius burst
    Duration: Instantaneous
    Saving Throw: None; Reflex half
    Spell Resistance: Yes

    This spell creates a barrage of missiles similar to those created by Magic Missile. These missiles unerringly strike a single target, unless the target has total cover or concealment. You create 1 missile per caster level, and each missile deals 1d6+2 points of damage to the target.

    After impact, the missiles explode in a dazzling blast of arcane energies. All creatures in the blast (including the original) take damage equal to that dealt by the original missiles and is Dazed for 1 round/10 missiles created. A successful Reflex save reduces this damage by half and negates the Dazed condition.

    Unlike other spells similar to Magic Missile, Mikael's Meteoric Missiles batters through Shield, and other spells and effects that block Magic Missiles. Any such spell in the area not only fails to negate the effects of this spell, but is immediately dispelled. A magic item (such as a Brooch of Shielding) ceases to function for 1 minute, but is not disjoined permanently.

    Mikael's Momentous Missiles
    Evocation [Force]
    Level: Sorceror/Wizard 9
    Components: Verbal, Somatic
    Casting Time: 1 Standard Action
    Range: Medium (100+ 10 ft./level)
    Target: 1 creature/caster level, no two of which may be more than 5 ft/caster level apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell creates a barrage of missiles similar to those created by Magic Missile. Each missile unerringly strike a single target, unless the target has total cover or concealment. You create 1 missile per caster level, and each missile deals 1d8+4 points of damage to the target. You may target a single creature with as many of these missiles as you would like.

    Unlike other spells similar to Magic Missile, Mikael's Momentous Missiles batters through Shield, and other spells and effects that block Magic Missiles. Any such spell in the area not only fails to negate the effects of this spell, but is immediately dispelled. A magic item (such as a Brooch of Shielding) ceases to function for 1 minute, but is not disjoined permanently.

    Mikael's Matured Missiles
    Evocation [Force]
    Level: Sorceror/Wizard 6
    Components: Verbal, Somatic
    Casting Time: 1 Standard Action
    Range: Medium (100+ 10 ft./level)
    Target: up to 1 creature/caster level, no two of which may be more than 50 ft apart.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions as Magic Missile, except that you create 1 missile per caster level, dealing 1d6+1 per missile.

    Mikael's Misguided Missiles
    Evocation [Force]
    Level: Sorceror/Wizard 3
    Components: Verbal
    Casting Time: 1 Standard Action
    Target: up to 1 creature/2 levels
    Area: 5 ft./level burst centered on you.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    When cast, Mikael's Misguided Missiles sends forth missiles of arcane energy, similar to those created by Magic Missile (including being stopped by a Shield spell and similar). These missiles target creatures in the area that you cannot detect in any fashion. You create 1 missile per two caster levels (max 10), and each deals 1d6+1 points of damage. The closest creatures to you are affected first getting hit by 1 missile, until there are either no more creatures that you cannot detect or you run out of missiles. If you still have missiles left, and have hit every creature you cannot detect with a missile, the process repeats until you run out of missiles.

    You detect each creature you hit with this spell for the rest of your action, and are considered to have Line of Sight, but not Line of Effect with these creatures until the end of your action.

    Note: If you close your eyes, any creatures that you cannot detect by other means (such as Rary's Telepathic Bond) are eligible targets for this spell. However, you are considered Blind against any Attacks of Opportunity made against you while casting this spell.

    Mikael's Masochistic Missiles
    Evocation [Force]
    Level: Sorceror/Wizard 3
    Components: Verbal, Somatic
    Casting Time: 1 Immediate Action
    Range: Long (400 + 40 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell creates a barrage of missiles similar to those created by Magic Missile, including being stopped by Shield and similar. These missiles unerringly strike a single target that just made a successful melee or ranged attack against you, unless the target has total cover or concealment relative to you. You create 1 missile per caster level (maximum 10), and each missile deals 1d4+1 points of damage to the target.




    I get the feeling there were at least two others, but I'd have to look for his actual spellbook as opposed to just the spells he had prepared on the day we went after the BBEG. I think Mikael's Matured Missiles might actually be worth only a 5th level spell, but I might be wrong.
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    Troll in the Playground
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    Default Re: Magic Missile Spells

    Cool spells, but aren't they a bit too powerful?

    I thought of a spell called Arcane avenger (like the auto-cannon) which fires many normal magic missles.
    I have trouble deciding on the amount of bullets shot or if it should continue for some rounds.

    What I know is that I want it to be able to reduce large groups to piles of corpses. You may make them better then I will.
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    Default Re: Magic Missile Spells

    I actually love the magic missile spell myself. It's reliable until the enemy starts casting that dreaded first level spell. Which is why I couldn't use these or even chain missile from spell compendium unless I was using that magic missile mage PrC which is in dragon compendium I think.

    It's really frustrating when your favorite spell is thwarted by a spell most spellcasters are going to be casting anyway.

    On another note, the power level looks okay to me. I actually like the ninth level spells even though they seem a little underwhelming compared to say.... meteor swarm.
    Last edited by Batpope Scott; 2013-02-17 at 10:56 AM.
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    Default Re: Magic Missile Spells

    See, I still remember my NWN wizards maximized Issaic's greater missile swarm... CL*12 damage? yes please!

    These seem powerful, and a bit fiddly. Still look fun.
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    Default Re: Magic Missile Spells

    Quote Originally Posted by Batpope Scott View Post
    I actually love the magic missile spell myself. It's reliable until the enemy starts casting that dreaded first level spell. Which is why I couldn't use these or even chain missile from spell compendium unless I was using that magic missile mage PrC which is in dragon compendium I think.

    It's really frustrating when your favorite spell is thwarted by a spell most spellcasters are going to be casting anyway.

    On another note, the power level looks okay to me. I actually like the ninth level spells even though they seem a little underwhelming compared to say.... meteor swarm.
    I agree with you on the Shield being aggravating. The thing about the ninth level area spell (the one you can compare Meteor Swarm with) is that it A) does untyped, irresistible damage and B) offers a Reflex Save or Suck, which is almost unheard of. Mikael, the guy who researched these, never prepared Meteor Swarm over this spell. Meteor Swarm is better for taking out mooks, and has a wider spread, but at 17th level you've got better options than a 9th level spell for taking out mooks.

    The other 9th compares to Disintigrate, is three levels higher, deals similar damage, but offers no save or SR at all. This is actually the one I'm most worried about.

    Quote Originally Posted by super dark33 View Post
    Cool spells, but aren't they a bit too powerful?

    I thought of a spell called Arcane avenger (like the auto-cannon) which fires many normal magic missles.
    I have trouble deciding on the amount of bullets shot or if it should continue for some rounds.

    What I know is that I want it to be able to reduce large groups to piles of corpses. You may make them better then I will.
    Only one I think might be too powerful is Momentous Missiles. Mikael used Matured Missiles for the situations you're describing. I could see myself writing a Call Lightning version of the Magic Missile spell if that's what you're into.

    I believe there's an AoE Magic Missile in Spell Compendium, but I recall it slightly sucking. I'll have to look into it.

    Quote Originally Posted by bobthe6th View Post
    See, I still remember my NWN wizards maximized Issaic's greater missile swarm... CL*12 damage? yes please!

    These seem powerful, and a bit fiddly. Still look fun.
    Thank you. What do you mean by fiddly? The 3rd level spells are very niche spells, if that's what you mean.
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    Default Re: Magic Missile Spells

    Quote Originally Posted by Techwarrior View Post
    Thank you. What do you mean by fiddly? The 3rd level spells are very niche spells, if that's what you mean.
    I mean that the damage is in d4s, which I can say from expirience(I played a master thrower who only used daggers) there tend to be 4 at most at the table. That and each missile has to be individually targeted.
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    Default Re: Magic Missile Spells

    I think momentous missiles might do a bit more damage than should be done with a no SR spell. That's essentially a giant middle finger to anyone trying to counter your magic, and it does enough untyped damage that it's liable to put decently sized monsters six feet under in at most three castings. This is a ninth level spell however, though that may not excuse it entirely.
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    Default Re: Magic Missile Spells

    Hmm... Good point. Would 1d6+2 be acceptable?
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    Default Re: Magic Missile Spells

    An interesting question, how would these spells interact with Force Missile Mage (DMC). Its a PrC that adds effects to the spell Magic Missile. Would these spells be counted as magic missile for the purpose of effects, or as different spells.

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    Default Re: Magic Missile Spells

    If you were to bring Momentous Missiles down to 1d6+2, then the only advantage they would have over your other 9th level spell would be that they could hit multiple targets, while the other spell would deal twice the damage and have a 30-ft burst. I think it's a lot of damage, but it's too far of a drop if the other spell is a valid option. Maybe 1d8+2?
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    Default Re: Magic Missile Spells

    Hm, 1d8+2 for Momentous, and Meteoric dealing 1d6+1?

    Force Missile Mage probably would affect them, due to them saying 'as Magic Missile but I don't know for sure. Let me find it and I'll see if I think it should.
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    Default Re: Magic Missile Spells

    I was working on some spell rewrites for Gaols and Giants when I came to the realization that the standard Magic Missile spell is actually awful. I brought it back into line (though I may have overdone it a bit) by letting it deal 2d6+INT/CHA damage and firing only a single missile.
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    Default Re: Magic Missile Spells

    In terms of power, magic missile is still more powerful due to it's application on having the fell meta-magic.

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    Default Re: Magic Missile Spells

    Quote Originally Posted by Hanuman View Post
    In terms of power, magic missile is still more powerful due to it's application on having the fell meta-magic.
    Huh? More powerful than my version, you mean? And what fell metamagic? (As opposed to regular metamagic, or is there a Fell Spell metamagic feat that I can't find with my google-fu that makes Magic Missile awesome?
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    Default Re: Magic Missile Spells

    http://dndtools.eu/feats/libris-mort...l-drain--1103/

    http://dndtools.eu/feats/players-gui...n-spell--2991/

    http://dndtools.eu/feats/cityscape--...e-spell--1684/

    Invisible Fell Twin Magic Missiles
    (Meta-Magic 7)
    Deal 10d4+10 force damage to a target (blocked by shield spell), target gains 2 negative levels, no save no sr.

    This spell womps hard, every time. It may not deal the most damage in DnD but a no-save double negative level spell will chunk most BBEGs

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    Default Re: Magic Missile Spells

    Quote Originally Posted by Hanuman View Post
    http://dndtools.eu/feats/libris-mort...l-drain--1103/

    http://dndtools.eu/feats/players-gui...n-spell--2991/

    http://dndtools.eu/feats/cityscape--...e-spell--1684/

    Invisible Fell Twin Magic Missiles
    (Meta-Magic 7)
    Deal 10d4+10 force damage to a target (blocked by shield spell), target gains 2 negative levels, no save no sr.

    This spell womps hard, every time. It may not deal the most damage in DnD but a no-save double negative level spell will chunk most BBEGs
    That requires at minimum 2 feats to burn. While I agree that these spells aren't as strong as they should be (a 6th level spell needs to be competitive with acid fog, circle of death, and wall of iron for example.), any magic missile spell made here should be weaker than what you have proposed because it's just a spell and not an optimized attack.
    Last edited by Just to Browse; 2013-02-24 at 03:42 AM.

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