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Force Missiles

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Name: Force Missiles
School: Evocation (Force)
Primer: [[spells|]]
Spell Level: ATr 4 , Sor/Wiz 4 , Wild 4
Special:
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations.
SLA: Arcane Trickster: Stolen Spell III (AT)
Spell Point Cost: 8
Metamagic: Empower, Enlarge, Intensify, Maximize, Quicken
Target: Foe
Range: Standard
Duration: Instantaneous
Saving Throw: None
DC:
Spell Resistance: No
Cooldown: 4 seconds (Wiz), 2.25 seconds (Sor)
Augmentation: Arcane

Description

A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 1d4+1 points of force damage per two caster levels. You fire one additional missile for every four caster levels, up to a maximum of four missiles at caster level 12.

Notes

  • This spell can be negated by the Shield or Nightshield spell.
  • Unlike the PnP version, there is a chance the spell will miss. By breaking line of sight or the target moving out of range. However as of update 9 this is very unlikely to occur, as the missile speed was increased to make this far less likely to happen.

As of Update 78, Force Missile seems to no longer care about which direction the caster is facing. Targeting enemies behind yourself will still allow you to cast at and damage them.

  • The damage will be inflicted to the target upon the Missile striking a surface, or reaching their maximum range.

Detailed Scaling[edit]

Due to scaling in two different ways, Force Missiles' growth per level is complex. Below is its damage increase per Caster Level.

Note, casting Force Missiles below level 7 requires Negative Levels, as the earliest a character can access the spell is level 7, as a Wizard.
It's also unknown what happens if you reach CL 1, since this spell doesn't have a base damage any more.
Odd CLs do not improve this spell at all, and will not be tracked on this table. Round down to the nearest even value.

Caster Level Missile Properties Converted Damage Increase from previous level
2 1x (1d4+1) 3.5 + ???
4 2x (2d4+2) 14 + 10.5
6 2x (3d4+3) 21 + 7
8 3x (4d4+4) 42 + 21
10 3x (5d4+5) 52.5 + 10.5
12 4x (6d4+6) 84 + 31.5
Further Even 4x (1d4+1) ... + 14

Every additional even level beyond 12 (14,16,18,20) grants 4d4+4 damage.

  • Equivalent to 14 damage per 2 CL.
  • Converted to about 1d6 + 3.5 damage per CL.

Scrolls[edit]

Wands[edit]