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Magic Missile as a 0th-9th level spell...
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<blockquote data-quote="Spatzimaus" data-source="post: 1083333" data-attributes="member: 3051"><p>Most of these seem fine, although I'd point out that rolling lots of d4's gets really annoying, so if you use die size increases you can reduce some headaches.</p><p></p><p>Anyway, my friends and I made a homebrew setting, and one of the keys to its magic is a bunch of "X-level spells", spells you could learn once and memorize at whatever spell level you wanted, with the spell's effects changing to match the new level. One of these was loosely based on Magic Missile; it scaled with caster level a bit more slowly (but didn't stop at level 9).</p><p></p><p>If memorized at level X, you fire X missiles, each of which does 1d4 + X damage. Then, for every three caster levels, you increase the damage die one size (1d4 at 1st level, 1d6 at 3rd, 1d8 at 6th, 1d10 at 9th, 1d12 at 12th, 2d8 at 15th, 3d6 at 18th)</p><p></p><p>So, a 20th-level Wizard using a 9th-level slot gets 9 missiles, each of which does 3d6+9 damage (average ~180 damage), assuming he puts all 9 on the same target. If he used a 1st-level spell slot, he'd get 1 missile that does 3d6+1 damage (average 11.5 damage); still useful since it has no save, but not quite as good as the 3E spell.</p><p> </p><p>The cantrip version fires one missile that does 1d4 damage no matter what your caster level is.</p><p>Defensive force spells that are said to block MM (like Shield) block one missile per volley per spell level of the defensive spell (so Shield blocks 1, and if you made a version of Shield that took a 4th-level slot it'd block 4).</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1083333, member: 3051"] Most of these seem fine, although I'd point out that rolling lots of d4's gets really annoying, so if you use die size increases you can reduce some headaches. Anyway, my friends and I made a homebrew setting, and one of the keys to its magic is a bunch of "X-level spells", spells you could learn once and memorize at whatever spell level you wanted, with the spell's effects changing to match the new level. One of these was loosely based on Magic Missile; it scaled with caster level a bit more slowly (but didn't stop at level 9). If memorized at level X, you fire X missiles, each of which does 1d4 + X damage. Then, for every three caster levels, you increase the damage die one size (1d4 at 1st level, 1d6 at 3rd, 1d8 at 6th, 1d10 at 9th, 1d12 at 12th, 2d8 at 15th, 3d6 at 18th) So, a 20th-level Wizard using a 9th-level slot gets 9 missiles, each of which does 3d6+9 damage (average ~180 damage), assuming he puts all 9 on the same target. If he used a 1st-level spell slot, he'd get 1 missile that does 3d6+1 damage (average 11.5 damage); still useful since it has no save, but not quite as good as the 3E spell. The cantrip version fires one missile that does 1d4 damage no matter what your caster level is. Defensive force spells that are said to block MM (like Shield) block one missile per volley per spell level of the defensive spell (so Shield blocks 1, and if you made a version of Shield that took a 4th-level slot it'd block 4). [/QUOTE]
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