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Old 8th February 2003, 06:30 AM   #1 (permalink)
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Well, it's time, what do you want from a Prismatic Missile?

The Prismatic Spray
The Prismatic Wall
The Prismatic Sphere

All amazingly interesting spells.

The Magic Missile

The bread and butter spell.

What would happen if you were to breed your Prismatic spells with a magic missile? Undoubtedly you are talking of a 9th level (or possibly Epic) spell, with incredible power behind it, but how do you think it should be interpreted? I really want to add this spell to my games, but I just can't decide on a way to go about it that's 'perfect' for me.

So, this is my formal request for aid in this spell's development.
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Old 8th February 2003, 02:39 PM   #2 (permalink)
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Ok, here is what I have come up with for a crafted spell improvement on Prismatic Spray, combining it with Magic Missile. First, Prismatic Sphere and Prismatic Wall are Abjuration not Evocation so they really have no bearing on an offensive missile version of the Prismatic Spray spell.

Ok, so the basic idea here is to blend the concepts into a single spell effect, utilizing the best of both concepts. Basic Comparison:

Similarities to both spells: Evocation, VS components, Multiple Targets, Instant Duration, SR Applies
The strong points of Magic Missile: Medium Range, No save (auto hit)
The strong points of Prismatic Spray: Effects

My basic feeling for what to do as a combination would be as follows. However, a major choice that needs to be made is the base effect of the missile: Force Damage as per MM, or Blindness as per PS, both, or a random determination between the two. What I have done is altered the table for Prismatic Spray to include the MM Force damage effect as one of the possible effects, so that the spell itself doesn’t need to gain the [FORCE] subtype, yet keeps the flavor of both spells. Another major factor is the Automatic Hit. It IS the prime effect of Magic Missile so I will try to keep that benefit as well. Although we have to remove the ability to be struck by multiple colors per missile as you can strike one target with multiple missiles already and this would just insanely compound the effects hitting a single target. Currently as I have created it you can hit 1 target with up to 5 effects verses the best of Spray having been 2.

We also have to compare Range. (At 13th level when Spray is attained)
Spray = Close Range + Cone: 25’+5/2 levels (minimum 55’) + 60’ cone = 115’
MM = Medium Range (100’+10’/lv) = 230’
Considering the power of the spell’s effect, we need to balance range to balance the spell, as 230’ range for the power of the spell is a bit much.

Another issue is the scaling of the spell. You never want a scalable spell to be at maximum power when first gained, so we have to increase the spread that new missiles are gain.

Not sure if this should be 8th or 9th, but went on the lower side as a minor improvement to Spray and went 8th.



Prismatic Missile
Evocation
Level: Sorcerer/Wizard 8
Components: VS
Range: Close (25’ + 5/2 levels)
Target: Up to 5 creatures (15’ apart)
Duration: Instant
Save: Special
SR: Yes
This spell creates a shimmering, intertwined, multicolored magical dart of light that shoots forth from the caster’s fingertip to strike its target. Each of the seven shimmering colors of the missile has a different power. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be targeted, nor can inanimate objects be damaged by this spell.

For every four levels of experience past 1st, you gain an additional missile. You have two at 5th, three at 9th, four at 13th, and five at 17th or higher. If you shoot multiple missiles, you can have them strike a single target or several targets as long as each target is within 15’ of the last target. A single missile can strike only a single target. You must designate targets before you roll for SR or effects of the missiles.

Creatures struck by a Prismatic Missile with 8HD or less are automatically blinded (see Blindness/Deafness spell) for 2d4 rounds. All creatures struck by one or more missiles are randomly struck by a secondary effect of the Prismatic Missile by each missile that they are sturck by.

D8…..Color……….Effect
---------------------------------
1…….Red…………20 points of fire damage (Reflex half)
2…….Orange……..40 points of acid damage (Reflex half)
3…….Yellow……..80 points of electricity damage (Reflex half)
4…….Green………Poison (Fortitude: Death or 20 points of damage)
5…….Blue………..Turned to Stone (Fortitude negates)
6…….Indigo………Insanity Spell (Will negates)
7…….Violet………Plane Shift (Will negates)
8…….White………25 points of force damage (No save)


PS: If anyone wants to quick tutor me on how to vB a table into this it would be greatly appreciated.

Last edited by Khaalis; 10th February 2003 at 11:33 AM..
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Old 8th February 2003, 02:53 PM   #3 (permalink)
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Quote:
Originally posted by Khaalis
For every four levels of experience past 1st, you gain an additional missile. You have two at 5th, three at 9th, four at 13th, and five at 17th or higher.
Since the minimum caster level for this spell is 15th, you're starting off with four missiles anyway, right? Honestly, with the power here (though not obscene at all), I'd probably just mark it 9th level, which would go ahead and give you your five missiles. There's really not that much of a difference between four and five missiles, ya' know?

Nice work, by the way.
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Old 8th February 2003, 06:35 PM   #4 (permalink)
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I first posted this a while ago...

PRISMATIC MISSILES
Conjuration / Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: See Text
Range: Close (25 feet + 5 feet / 2 levels)
Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles)
Duration: 1 round + 1 round / 2 levels
Saving Throw: See text
Spell Resistance: Yes
This spell creates a series of shimmering missiles that the caster can throw in sequence. Casting this spell is either a standard action, in which case the caster can not throw any missiles during the first round, or a full round action, in which case the initial red missile is thrown during the first round. For the duration of the spell the caster can throw one missile as a standard action each round, regardless of his base attack bonus (throwing a missile is not an attack, it is a standard action).
Each missile is a touch attack (energy missile) that can be thrown at any target within range. Should the missile hit it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 rounds. The caster must use the missiles in the proper order for prismatic effects (red, orange, yellow, green, blue, indigo, violet) he can not throw the orange missile until after he has used the red, and likewise can not skip directly to the blue missile for the first attack, can not use multiple yellow missiles et cetera.
In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles, Dispel Magic or Greater Dispelling (fully countering the spell) or Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter it without a second roll.

Order Color Effect (Saving throw) Negated By
1 Red 20 points fire damage (Reflex half) Cone of Cold
2 Orange 40 points acid damage (Reflex half) Gust of Wind
3 Yellow 80 points electricity damage (Reflex half) Disintegrate
4 Green Poison (6d6 temporary Con damage, Fortitude partial 1d6 temporary Con) Passwall
5 Blue Turned to stone (Fortitude negates) Magic Missile
6 Indigo Insane, as insanity spell (Will negates) Daylight
7 Violet Sent to another plane (Will negates) Dispel Magic



An idea I stole from the PSX game Valkrie Profile, toned down a bit, though.
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Old 8th February 2003, 07:43 PM   #5 (permalink)
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I, too, created a prismatic missile spell (also inspired by Valkyrie Profile). Mine is somewhat weaker, though; it's basically a 6th-level, single-target version of prismatic spray.
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Old 8th February 2003, 09:26 PM   #6 (permalink)
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[oops, nevermind this one]
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Old 9th February 2003, 05:23 AM   #7 (permalink)
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You could leave it at 6th level, always give 5 missiles, but for every two levels about 11th allow the caster to specify the color of one more missile (1 at 13th, 2 at 15th). No more than one missile of each color at any rate.
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Old 9th February 2003, 07:27 AM   #8 (permalink)
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Quote:
Originally posted by Hashmalum
I, too, created a prismatic missile spell (also inspired by Valkyrie Profile). Mine is somewhat weaker, though; it's basically a 6th-level, single-target version of prismatic spray.
Ah, so you can read my source! Well then, all I can say to you, Hashmalum *Cough*FFT Final Battle*Cough* is hoorah! You get a cookie!
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Old 9th February 2003, 07:31 AM   #9 (permalink)
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Khaalis

Although your descriptive text needs re-vamping, your very close to what my target spell is. I'm not absolutely sure what I'm looking for, myself, but your definitely close.



Destil

Interesting, but the mechanics don't seem quite right. Read that spell from an outsiders perspective, and I think the language becomes VERY confusing.
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Old 10th February 2003, 11:32 AM   #10 (permalink)
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What kind of re-vamping does the descriptive text need? just curious as it is direct adaptation from the PHB.
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