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<blockquote data-quote="Zirnike" data-source="post: 317561" data-attributes="member: 6674"><p>This is a spell I made in 2nd. I've altered it a bit, but haven't checked it too much, so advice would be nice:</p><p></p><p>Lesser Volley</p><p>Evocation [Force]</p><p>Level: Wiz/Sor 3</p><p>Range: 400+10/level</p><p>Targets: Up to 5 creatures within 30 foot radius</p><p>Duration: Concentration</p><p>Saving Throw: None</p><p>Additional counter: Magic missile, all Volley spells</p><p></p><p>Lesser Volley is a spell created for mages expecting long, drawn out combats. On the first round, the spell creates a single magic missile (1d4+1), which can be targeted at any creature within the spell's range. If concentration is maintained (the caster may only take a 5 foot step), the second round the spell generates 2 missiles. This continues to the lesser of 5 missiles or 1 missile, +1/2 additional levels (i.e. as Magic Missile). Targets can be switched at will, although all missiles in a round must strike targets within 30 feet of a (movable) point within the range. Counterspells are effective if the spell is countered at the initial casting, otherwise, only one rounds worth of missiles are countered. No more than 2 missiles may strike the same target.</p><p></p><p>If the caster is struck while concentrating on Lesser Volley, he must make a concentration check at 13+1/4 of the damage dealt. If the caster fails a check caused by a melee attack, the spell fails by hitting the attacker with the current rounds missiles and stunning the caster for one round.</p><p></p><p>It is generally recommended the caster be behind a wall, preferably of fighters, when preparing to use this spell.</p><p></p><p>Metamagic feats such as Maximize Spell, Energy Substitution, etc. that affect the damage generated by this spell only function a number of rounds equal to the caster's Intelligence or Charisma bonus (which rounds they work in is the caster's choice, however)</p><p></p><p>Volley (as Lesser Volley)</p><p>Level: Wiz/Sor 5</p><p>Range: 400+10/level</p><p>Targets: Up to 10 creatures within 2 40 foot diameter spheres</p><p></p><p>As Lesser Volley, except that two 'center points' may be chosen, with missiles split between the two. The missiles inflict 1d6+2 points of damage. Missiles per round increases at a rate of 2 per round (maximum 10). One missile per round, at caster's choice, can instead inflict a bull rush at 20 strength to one target within 40 feet of the caster (note that one of the two target areas must be 'near caster' for this to work). No more than 3 missiles may strike the same target.</p><p></p><p>Greater Volley</p><p>Level: Wiz/Sor 9</p><p>Range: 400+10/level</p><p>Targets: Up to 15 creatures within 3 50 foot diameter spheres</p><p>Saving Throw: See Below</p><p></p><p>As Volley, except that 3 'center points' may be chosen. The missiles inflict 2d4+2 damage, and increase at a rate of 3/round to a maximum of the caster's level (although only 15 separate creatures may be chosen). The 'Bull Rush' missile (now strength 24) may be targeted at any creature within the target areas. Additionally, once per Charisma or Intelligence bonus point, the missiles may instead be substituted for Chromatic Orbs. They must all be the same color in the same round, all missiles must be changed, and a ranged touch attach must be made to strike the target (although there is no range modifier to this roll). No more than 3 missiles may strike the same target, regardless of 'mode'.</p></blockquote><p></p>
[QUOTE="Zirnike, post: 317561, member: 6674"] This is a spell I made in 2nd. I've altered it a bit, but haven't checked it too much, so advice would be nice: Lesser Volley Evocation [Force] Level: Wiz/Sor 3 Range: 400+10/level Targets: Up to 5 creatures within 30 foot radius Duration: Concentration Saving Throw: None Additional counter: Magic missile, all Volley spells Lesser Volley is a spell created for mages expecting long, drawn out combats. On the first round, the spell creates a single magic missile (1d4+1), which can be targeted at any creature within the spell's range. If concentration is maintained (the caster may only take a 5 foot step), the second round the spell generates 2 missiles. This continues to the lesser of 5 missiles or 1 missile, +1/2 additional levels (i.e. as Magic Missile). Targets can be switched at will, although all missiles in a round must strike targets within 30 feet of a (movable) point within the range. Counterspells are effective if the spell is countered at the initial casting, otherwise, only one rounds worth of missiles are countered. No more than 2 missiles may strike the same target. If the caster is struck while concentrating on Lesser Volley, he must make a concentration check at 13+1/4 of the damage dealt. If the caster fails a check caused by a melee attack, the spell fails by hitting the attacker with the current rounds missiles and stunning the caster for one round. It is generally recommended the caster be behind a wall, preferably of fighters, when preparing to use this spell. Metamagic feats such as Maximize Spell, Energy Substitution, etc. that affect the damage generated by this spell only function a number of rounds equal to the caster's Intelligence or Charisma bonus (which rounds they work in is the caster's choice, however) Volley (as Lesser Volley) Level: Wiz/Sor 5 Range: 400+10/level Targets: Up to 10 creatures within 2 40 foot diameter spheres As Lesser Volley, except that two 'center points' may be chosen, with missiles split between the two. The missiles inflict 1d6+2 points of damage. Missiles per round increases at a rate of 2 per round (maximum 10). One missile per round, at caster's choice, can instead inflict a bull rush at 20 strength to one target within 40 feet of the caster (note that one of the two target areas must be 'near caster' for this to work). No more than 3 missiles may strike the same target. Greater Volley Level: Wiz/Sor 9 Range: 400+10/level Targets: Up to 15 creatures within 3 50 foot diameter spheres Saving Throw: See Below As Volley, except that 3 'center points' may be chosen. The missiles inflict 2d4+2 damage, and increase at a rate of 3/round to a maximum of the caster's level (although only 15 separate creatures may be chosen). The 'Bull Rush' missile (now strength 24) may be targeted at any creature within the target areas. Additionally, once per Charisma or Intelligence bonus point, the missiles may instead be substituted for Chromatic Orbs. They must all be the same color in the same round, all missiles must be changed, and a ranged touch attach must be made to strike the target (although there is no range modifier to this roll). No more than 3 missiles may strike the same target, regardless of 'mode'. [/QUOTE]
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