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Spellbook
Mordenkainen's
Force Missiles
By Rich
Baker
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Mordenkainen's force missiles
prove more powerful than magic missiles, but they have a smaller
blast radius.
Mordenkainen's
Force Missiles*
Evocation
[Force]
Level: Sor/Wiz
4
Components:
V, S
Casting Time:
1 action
Range: Medium
(100 ft. + 10 ft./level)
Targets: Up
to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw:
None or Reflex
half (see text)
Spell Resistance:
Yes
You create
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
damage.
If the
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.
The missile
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.
For every
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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