Difference between revisions of "Chain Missile"

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| text=As with <i>magic missile</i>, darts of force project from your fingertips to unerringly strike a creature. However, <i>Chain Missile</i> may only strike a single target initially, and then the missiles spring to other targets. Each missile does 1d4+1 damage, and the caster may create one missile per two caster levels, up to a maximum of 10 missiles. Each secondary target is struck by a single magic missile, and no secondary target may be hit by more than one missile. Spells and spell items that protect from <i>magic missile</i> also protect from this spell. If the spell fails to bypass spell reduction on the primary target, it will produce no secondary missiles.
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| text=As with <i>magic missile</i>, darts of force project from your fingertips to unerringly strike a creature. However, the missiles all may only strike one creature initially, after which each strike may then strike a secondary target. Each secondary target may only be struck by at most one of the missiles that struck the initial target. Each missile does 1d4+1 damage, and the caster may create one missile per two caster levels, up to a maximum of 10 missiles. Spells and spell items that protect from ''magic missile'' also protect from this spell. If the spell fails to bypass spell reduction on the primary target, it will produce no secondary missiles.
 
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Revision as of 16:35, 18 March 2011

Chain Missile
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft/level)
Target: One creature, plus another creature/2 levels. (Each of which must be no more than 30ft from the original)
Duration: instant
Saving Throw: None
Spell Resistance: Yes

Description

As with magic missile, darts of force project from your fingertips to unerringly strike a creature. However, the missiles all may only strike one creature initially, after which each strike may then strike a secondary target. Each secondary target may only be struck by at most one of the missiles that struck the initial target. Each missile does 1d4+1 damage, and the caster may create one missile per two caster levels, up to a maximum of 10 missiles. Spells and spell items that protect from magic missile also protect from this spell. If the spell fails to bypass spell reduction on the primary target, it will produce no secondary missiles.