Bolt
Using this spell allows the caster to either create one bolt/four ranks out of air and shoot at the target without a bow or crossbow, or the caster can imbue a number of arrows or bolts of up to one projectile/ rank, all of which must be within 10 ft. of the character at the time of casting. Different types of magical damage require different amounts of mana points to cast. You must declare what type of damage you plan to do with the spell when you memorize it but can choose to apply the damage to a physical projectile or create a bolt at the time of casting.
Physical Projectiles: When choosing this version, the character can affect up to one projectile per rank. The projectiles must all be within 10 feet of the character at the time of casting. If shot before the end of the next round, these projectiles are enveloped with the magic damage type chosen by the caster based on the number of mana points spent. If they hit, they deal additional magic damage of the type chosen below equal to half the character's caster rank (up to +10). If they hit, there isn't a saving throw is allowed for this version of the spell.
Effect
Expending 6 mana points gives the caster Acid damage.
Acid Bolt: A magical arrow of acid springs from the character's hand and speeds to its target. The character must succeed at a ranged touch attack to hit the character's target. The arrow deals 2d4 points of acid damage. There is no splash damage. For every three caster levels (maximum 18), the acid, unless somehow neutralized, lasts for another round, dealing an additional 2d4 points of damage for that round. Adding 2 mana points onto the casting will allow the acid to last for 2 rounds; Adding 4 mana points onto the casting allows the acid last for 3 rounds; and so on, to a maximum of 7 rounds by spending 12 additional mana points.
Expending 10 mana points gives the caster Fire damage.
Fiery Bolts: When creating a fiery bolt, the character must succeed at a ranged touch attack roll to hit. The character must succeed at a ranged touch attack to hit the character's target. The bolt deals 4d6 points of fire damage. If the character creates extra bolts (spend 3 extra mana each bolt), all bolts must be aimed at enemies that are all within 30 feet of each other.
Expending 12 mana points gives the caster Cold damage.
Ice Bolts: A magical ice shard appears in the character's hand and speeds to its target. The character must succeed at a ranged touch attack to hit the character's target. The ice shard deals 2d8 cold damage. If the character creates extra bolts (spend 3 extra mana each bolt), all bolts must be aimed at enemies that are all within 30 feet of each other.
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