Mordenkainen's force missiles
prove more powerful than magic missiles, but they have a smaller
(100 ft. + 10 ft./level)
to four creatures, no two of which can be more than 20 ft. apart
None or Reflex
half (see text)
a powerful missile of magical force, which darts from your fingertips
and unerringly strikes its target, dealing 2d6 points of damage. The missile
then bursts in a 5-foot blast of force that inflicts half this amount
of damage to any creatures in the area (other than the primary target).
The primary target is not entitled to a saving throw against the burst,
but creatures affected by the burst may attempt a Reflex save for half
missiles' burst areas overlap, secondary targets make only one saving
throw attempt (and only one SR check, if applicable). A character can
be struck by one missile (or more) and also be caught in the burst of
another missile. In such a case, the character may attempt a Reflex save
to halve the burst damage, and SR might apply.
strikes unerringly, even if the target is in melee or has anything less
than total cover or concealment. A caster cannot single out specific parts
of a creature. The spell can target and damage unattended objects.
five caster levels, the caster gains one missile. A caster has two missiles
at 9th level or lower, three missiles from 10th to 14th level, and four
missiles at 15th level or higher. A caster can make more than one missile
strike a single target, if desired. However, the caster must designate
targets before rolling for SR or damage.
This is the second of six spells Rich originally wrote for Player's
Option: Spells & Magic and has updated for the new edition
of the D&D game.
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