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Knigets

Magic Missile

Magic Points:

2
Range:

210'
AoE:

1+ Creature
Cast:

1
Duration:

Maintained
Damage:

1d4 + Special
Occutism:

10%

Description:

Use of the magic missile spell creates one missile per infused weave of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. They cannot direct a magic missile to “Strike the commander of the legion,” unless they can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

Magic Missiles can be cast in elemental or soul format, and the Occultist must specify which version of the spell they are learning:

Elemental missiles do no damage to creatures composed of that element, do normal damage to neutral elements, and double damage to creatures of the opposing element. Occultists cast their chosen format as normal, neutral and soul formats at 1R Disadvantage, and opposing at 2R Disadvantage.

Soul missiles roll 1R Advantage damage to Soulless and normal damage to everything else. The learned format Soul missiles are cast at normal chances and elemental missiles at 1R Disadvantage.