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Trying to convert a spell from 2e and 3e called Mordenkainen's Force Missiles, staying true to the original but also making it unique from just upcasting Magic Missile in that it can also be used to very briefly punch holes in magical force barriers.
Have you tried converting this spell yourself or seen it converted elsewhere? Does my version look reasonable or any suggestion on how you'd adjust it? Are there interactions with other class features I should consider?
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Mordenkainen’s Force Missiles
4th-Level Evocation (Sorcerer, Wizard)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create a glowing globe of magical force that streaks forth and hits a creature or force barrier of your choice that you can see within range, before exploding in a burst of force. Against a creature, the globe deals 2d4+2 force damage, and then deals 1 force damage to each creature within 5 feet of the target.
A creature protected by the Shield spell or wearing a Brooch of Shielding is immune to this damage. Also, resistances and immunities to Magic Missile apply to this spell in the same manner.
Alternately, you may use the globe to strike a force barrier created by a spell, such as a Forcecage or Wall of Force. Create a temporary 2-foot-diameter hole in the barrier that lasts until the end of your current turn, large enough for a Medium creature to squeeze through. You may create another such hole or widen an existing hole’s diameter by 2 feet per globe used against the force barrier.
At Higher Levels. When you cast this spell using a spell slot of higher level, the spell creates one more globe for each slot above 4th level. The globes strike in sequentially and you can direct them to hit any combination of creatures and force barriers.
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Notes:
Have you tried converting this spell yourself or seen it converted elsewhere? Does my version look reasonable or any suggestion on how you'd adjust it? Are there interactions with other class features I should consider?
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Mordenkainen’s Force Missiles
4th-Level Evocation (Sorcerer, Wizard)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create a glowing globe of magical force that streaks forth and hits a creature or force barrier of your choice that you can see within range, before exploding in a burst of force. Against a creature, the globe deals 2d4+2 force damage, and then deals 1 force damage to each creature within 5 feet of the target.
A creature protected by the Shield spell or wearing a Brooch of Shielding is immune to this damage. Also, resistances and immunities to Magic Missile apply to this spell in the same manner.
Alternately, you may use the globe to strike a force barrier created by a spell, such as a Forcecage or Wall of Force. Create a temporary 2-foot-diameter hole in the barrier that lasts until the end of your current turn, large enough for a Medium creature to squeeze through. You may create another such hole or widen an existing hole’s diameter by 2 feet per globe used against the force barrier.
At Higher Levels. When you cast this spell using a spell slot of higher level, the spell creates one more globe for each slot above 4th level. The globes strike in sequentially and you can direct them to hit any combination of creatures and force barriers.
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Notes:
- "Punching through force barriers until end of your current turn" is meant to allow an upcast Mordenkainen's Force Missiles to punch a hole with first missile, then fire other missiles through. It might be used with bonus action cantrips, the caster teleporting or moving through the hole, or an ally who Readied an action/move to exploit the hole. It's mean to provide more flavor to the spell, evoke that fantasy of a force field being (momentarily) pierced, and also provide one possible countermeasure to force barrier spells that sorely lack countermeasures.
- Single target damage should be less than Magic Missile, but might be TOO low when not upcast. Not sure. I think there are "pile-on" / circumstantial benefits to being able to plink more creatures with damage – e.g. forcing Concentration saves, and maybe some class feature interactions but not sure on those yet.
- With more targets, the more effective the spell gets. Likewise, the more globes (i.e. upcasting), the more effective the spell gets.
- I want the spell to play fast, and so I choose to eschew requiring additional targets to make saving throws (which previous editions required), making it auto-damage like Green Flame Blade.
- Orange indicates when damage equals or exceeds Magic Missile.
- Damage should mostly remain equal to or less than the DMG Spell Damage guidelines for a multi-target spell. Red denotes where this breaks down.
Level | DMG Spell Damage (multi-target) | Magic Missile Damage | Force Missiles Damage - no addt'l targets | Force Missiles Damage - 1 addt'l target per globe | Force Missiles Damage - 2 addt'l targets per globe | Force Missiles Damage - 3 addt'l targets per globe | Force Missiles Damage - 4 addt'l targets per globe | Force Missiles Damage - 5 addt'l targets per globe |
---|---|---|---|---|---|---|---|---|
4th | 24.5 (7d6) | 21 (6d4+6) | 7 [(2d4+2)] | 8 [(2d4+2+1)] | 9 [(2d4+2+2)] | 10 [(2d4+2+3)] | 11 [(2d4+2+4)] | 12 [(2d4+2+5] |
5th | 28 (8d6) | 24 (7d4+7) | 14 [2 * [(2d4+2)] | 16 [2 * (2d4+2+1)] | 18 [2 * (2d4+2+2)] | 20 [2 * (2d4+2+3)] | 22 [2 * (2d4+2+4)] | 24 [2 * (2d4+2+5)] |
6th | 38.5 (11d6) | 28 (8d4+8) | 21 [3 * [(2d4+2)] | 24 [3 * (2d4+2+1)] | 27 [3 * (2d4+2+2)] | 30 [3 * (2d4+2+3)] | 33 [3 * (2d4+2+4)] | 36 [3 * (2d4+2+5)] |
7th | 42 (12d6) | 31 (9d4+9) | 28 [4 * [(2d4+2)] | 32 [4 * (2d4+2+1)] | 36 [4 * (2d4+2+2)] | 40 [4 * (2d4+2+3)] | 44 [4 * (2d4+2+4)] | 48 [4 * (2d4+2+5)] |
8th | 45.5 (13d6) | 35 (10d4+10) | 35 [5 * [(2d4+2)] | 40 [5 * (2d4+2+1)] | 45 [5 * (2d4+2+2)] | 50 [5 * (2d4+2+3)] | 55 [5 * (2d4+2+4)] | 60 [5 * (2d4+2+5)] |
9th | 49 (14d6) | 38.5 (11d4+11) | 42 [6 * [(2d4+2)] | 48 [6 * (2d4+2+1)] | 54 [6 * (2d4+2+2)] | 60 [6 * (2d4+2+3)] | 66 [6 * (2d4+2+4)] | 72 [6 * (2d4+2+5)] |
Mordenkainen's Force Missiles
Level: 4
School: Invocation/Evocation, Force
Components: V, S
Range: 30 yds. + 10 yds./level
Save: Special
Casting Time : 4
Duration: Instantaneous
This spell creates a brilliant globe of magical energy that streaks forth from the caster’s hand to unerringly strike its target, much like a Magic Missile spell. The subject must be seen or otherwise detected in order to be targeted by this spell. The wizard creates one missile at 7th level and an additional missile at every third level after 7th—in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 3-foot radius concussive blast that inflicts 1 point of damage per level of the caster—for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. The victim may attempt a saving throw vs. spell to negate the concussion damage, but the impact of the missile itself allows no saving throw. Just like Magic Missile, the force spheres may be directed at as many or as few targets as the caster likes. The missiles can easily damage or destroy inanimate objects, especially fragile or delicate items.
Level: 4
School: Invocation/Evocation, Force
Components: V, S
Range: 30 yds. + 10 yds./level
Save: Special
Casting Time : 4
Duration: Instantaneous
This spell creates a brilliant globe of magical energy that streaks forth from the caster’s hand to unerringly strike its target, much like a Magic Missile spell. The subject must be seen or otherwise detected in order to be targeted by this spell. The wizard creates one missile at 7th level and an additional missile at every third level after 7th—in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 3-foot radius concussive blast that inflicts 1 point of damage per level of the caster—for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. The victim may attempt a saving throw vs. spell to negate the concussion damage, but the impact of the missile itself allows no saving throw. Just like Magic Missile, the force spheres may be directed at as many or as few targets as the caster likes. The missiles can easily damage or destroy inanimate objects, especially fragile or delicate items.
Mordenkainen's Force Missiles
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage.
If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage.
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage.
If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage.
Mordenkainen's Force Missiles
Evocation [Force]
Level: Sorcerer 4, Wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However,you must designate targets before rolling for spell resistance or damage.
Evocation [Force]
Level: Sorcerer 4, Wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However,you must designate targets before rolling for spell resistance or damage.
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