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Force spells
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A form of energy attack based on raw magic power.
Force Spells[edit]
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Chain Missiles | This spell functions quite strangely, really nothing like it's official description. It shoots off 1 large highly damaging magic missile at your target, which deals around 4 times the force damage of a standard magic missile (1d2+3). Then 10 standard 1d2+3 missiles explode outwards striking randomly at nearby targets. You seem to get all 10 missiles regardless of your caster level. The magic missile damage is verified as 1d2+3, but the main missile damage will need more testing to verify it's exact dice. | ![]() |
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Elemental Prod | Deals 1d3+3 per caster level (up to a maximum of 20d3+60 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze. | ![]() |
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Force Missiles | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. | ![]() |
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Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level. | ![]() |
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Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Unlike most spells, magic missile can pass through other monsters to reach your intended target. | ![]() |
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Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level), and protection from Magic Missiles for 1 minute per caster level. Minimum duration 5 minutes. | ![]() |
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Prismatic Strike | A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The spell does 1d3+3 points each of fire, force, and sonic damage per caster level, up to a maximum of 10d3+30 damage (per element) at caster level 10, and the target's melee and ranged damage is reduced by 75% on a failed saving throw. | ![]() |
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Shield | Grants a +4 shield bonus to Armor Class, and protection from Magic Missile for 1 minute per caster level. | ![]() |
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Tactical Detonation | Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 1d3+3 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d2+2 force damage per caster level (no save) to targets in the area. | ![]() |