Magic Missile (Scaling) Spell in Under the Twilight of Forgotten Sins | World Anvil
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Magic Missile (Scaling)

The versions of Magic Missile can be combined by increasing the overall spell level to match the number of versions combined.   Magic Missile Mark I - Standard Spell
Magic Missile Mark II - Each missile does an additional point of fire damage and has the potential to ignite the target.
Magic Missile Mark III version A - The number of magic missiles is doubled.
Magic Missile Mark III version B - The range of the spell is doubled and the missiles can turn corners to hit targets the caster has seen within the previous round, which have gained total concealment or cover due to movement. A path must still exist, so closing a door could block this version.
Magic Missile Mark IV - Causes the target to glow as if struck with a faerie fire spell. This was primarily developed as a baffle for mirror image. When the target has mirror image up, the chance to hit the real target is tripled.
Magic Missile Mark V- Each missile also acts as a targeted dispel magic on the target. Each missile has a DC penalty of -1 on the check to dispel.
Magic Missile Mark VI - Each missile does 1d4+5 damage has a knockback aspect. The target must make a (DC 20 Reflex) save or be knocked back 5' . If they fail by 5 or more, they are knocked prone.
Magic Missile Mark VII - Flurry of missiles. 3x the alloted missiles are cast.
Magic Missile Mark VIII - As Mark 6 except the missiles are now large bolts. Each bolt does 3d8+5 damage and the DC Reflex save is now 25.
Magic Missile Mark IX - Each missile has a 25% chance to act also as a disintegrate spell. Magic Missile Mark X - Each missile does 3d6+10 damage has a penetration ability which after it hits its target, continues on another 120'. Any target within a direct line has a 50% chance of being hit for 3d6 damage as the missile lances through them.

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