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Force Spells

Malik Doom

First Post
Well here is a few force spells I came up with and the original MM also for clarification.


Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Magic Bolt
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d6+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Improved Magic Missile
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to ten creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of ten missiles at 19th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Improved Magic Bolt
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to ten creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d6+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of ten missiles at 19th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Magic Missile Swarm
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to fifteen creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of fifteen missiles at 29th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Magic Bolt Swarm
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to fifteen creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d6+1 points of damage.
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 singled out. Inanimate objects cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of fifteen missiles at 29th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Force Storm
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A force storm spell is a burst of force that detonates with a low roar and deals 1d4+1 points of damage per every odd caster level to a maximum of 15d4+15 at 29th caster level to all creatures within the area. Unattended objects also take this damage.
The character determines the range (distance and height) at which the force storm is to burst. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the force storm at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
If the damage caused to an interposing barrier shatters or breaks through it, the force storm may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Force Tempest
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A force storm spell is a burst of force that detonates with a low roar and deals 1d6+1 points of damage per every odd caster level to a maximum of 15d6+15 at 29th caster level to all creatures within the area. Unattended objects also take this damage.
The character determines the range (distance and height) at which the force storm is to burst. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the force storm at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
If the damage caused to an interposing barrier shatters or breaks through it, the force storm may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.


So what do you think????

Thanks folks for comments
 
Last edited:

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Talix

Explorer
Nice - all slightly underpowered in terms of comparable damage, but makes up for it in being unavoidable (besides SR).

I'd use them. :)
 

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