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<blockquote data-quote="DreamChaser" data-source="post: 190679" data-attributes="member: 1190"><p><strong>here's my version that I made a while back</strong></p><p></p><p>MAGE BOLT (General Feat, Exclusive)</p><p></p><p>You gain the ability to make a magical energy attack.</p><p></p><p>Prerequisites: Cast arcane spells, Intelligence or Charisma 13+, the ability to use Evocation magic</p><p></p><p>Benefits: You can make a magical attack as a normal attack action. This attack uses the wizards normal attack modifier, with a range increment of 10 feet, and causes 1d4 points of damage (Critical Range/Effect: 20/x2) on a successful hit. This bolt functions as though it were a weapon for purposes of multiple attacks. Any spell resistance that affects Evocation magic (including general spell resistance) offers complete protection from this attack. The mage bolt is considered a spell-like ability and requires enough concentration that it can be disrupted by a successful attack (DC 10+damage). This ability has no somatic component beyond "throwing" the bolt and therefore is not limited by armor.</p><p></p><p>Throwing mage bolts requires a quartz crystal focus. This can be placed in a wand, ring, or amulet. A crystal can focus a number of Bolts equal to its gold piece value before being burnt out. A burnt out quartz cannot be used to focus mage bolts.</p><p></p><p>Special: The Weapon Finesse and Weapon Focus feats can be taken to improve the magic-users skill with the Bolts.</p><p></p><p></p><p></p><p>I created it this way for a number of reasons:</p><p>1) it is a standard attack so in theory it could be made a number of times in a round and does not gain the benefit of ranged touch attacks so they don't directly compete with rays.</p><p></p><p>2) Spell resistance renders them useless, thus forcing the magic user to resort to spells against more powerful foes. But it is also subject to damage reduction.</p><p></p><p>3) the quartz crystal requirement (or other similar focus depending on flavor) take care of the disarm and ammo problem.</p><p></p><p></p><p>Those are my thoughts.</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 190679, member: 1190"] [b]here's my version that I made a while back[/b] MAGE BOLT (General Feat, Exclusive) You gain the ability to make a magical energy attack. Prerequisites: Cast arcane spells, Intelligence or Charisma 13+, the ability to use Evocation magic Benefits: You can make a magical attack as a normal attack action. This attack uses the wizards normal attack modifier, with a range increment of 10 feet, and causes 1d4 points of damage (Critical Range/Effect: 20/x2) on a successful hit. This bolt functions as though it were a weapon for purposes of multiple attacks. Any spell resistance that affects Evocation magic (including general spell resistance) offers complete protection from this attack. The mage bolt is considered a spell-like ability and requires enough concentration that it can be disrupted by a successful attack (DC 10+damage). This ability has no somatic component beyond "throwing" the bolt and therefore is not limited by armor. Throwing mage bolts requires a quartz crystal focus. This can be placed in a wand, ring, or amulet. A crystal can focus a number of Bolts equal to its gold piece value before being burnt out. A burnt out quartz cannot be used to focus mage bolts. Special: The Weapon Finesse and Weapon Focus feats can be taken to improve the magic-users skill with the Bolts. I created it this way for a number of reasons: 1) it is a standard attack so in theory it could be made a number of times in a round and does not gain the benefit of ranged touch attacks so they don't directly compete with rays. 2) Spell resistance renders them useless, thus forcing the magic user to resort to spells against more powerful foes. But it is also subject to damage reduction. 3) the quartz crystal requirement (or other similar focus depending on flavor) take care of the disarm and ammo problem. Those are my thoughts. [/QUOTE]
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