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Well, it's time, what do you want from a Prismatic Missile?
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<blockquote data-quote="Destil" data-source="post: 684366" data-attributes="member: 1980"><p><strong>I first posted this a while ago...</strong></p><p></p><p>PRISMATIC MISSILES</p><p>Conjuration / Evocation</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: See Text</p><p>Range: Close (25 feet + 5 feet / 2 levels)</p><p>Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles)</p><p>Duration: 1 round + 1 round / 2 levels</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p>This spell creates a series of shimmering missiles that the caster can throw in sequence. Casting this spell is either a standard action, in which case the caster can not throw any missiles during the first round, or a full round action, in which case the initial red missile is thrown during the first round. For the duration of the spell the caster can throw one missile as a standard action each round, regardless of his base attack bonus (throwing a missile is not an attack, it is a standard action).</p><p>Each missile is a touch attack (energy missile) that can be thrown at any target within range. Should the missile hit it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 rounds. The caster must use the missiles in the proper order for prismatic effects (red, orange, yellow, green, blue, indigo, violet) he can not throw the orange missile until after he has used the red, and likewise can not skip directly to the blue missile for the first attack, can not use multiple yellow missiles et cetera.</p><p>In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles, Dispel Magic or Greater Dispelling (fully countering the spell) or Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter it without a second roll.</p><p></p><p>Order Color Effect (Saving throw) Negated By</p><p>1 Red 20 points fire damage (Reflex half) Cone of Cold</p><p>2 Orange 40 points acid damage (Reflex half) Gust of Wind</p><p>3 Yellow 80 points electricity damage (Reflex half) Disintegrate</p><p>4 Green Poison (6d6 temporary Con damage, Fortitude partial 1d6 temporary Con) Passwall</p><p>5 Blue Turned to stone (Fortitude negates) Magic Missile</p><p>6 Indigo Insane, as insanity spell (Will negates) Daylight</p><p>7 Violet Sent to another plane (Will negates) Dispel Magic</p><p></p><p></p><p></p><p>An idea I stole from the PSX game Valkrie Profile, toned down a bit, though.</p></blockquote><p></p>
[QUOTE="Destil, post: 684366, member: 1980"] [b]I first posted this a while ago...[/b] PRISMATIC MISSILES Conjuration / Evocation Level: Sor/Wiz 6 Components: V, S Casting Time: See Text Range: Close (25 feet + 5 feet / 2 levels) Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles) Duration: 1 round + 1 round / 2 levels Saving Throw: See text Spell Resistance: Yes This spell creates a series of shimmering missiles that the caster can throw in sequence. Casting this spell is either a standard action, in which case the caster can not throw any missiles during the first round, or a full round action, in which case the initial red missile is thrown during the first round. For the duration of the spell the caster can throw one missile as a standard action each round, regardless of his base attack bonus (throwing a missile is not an attack, it is a standard action). Each missile is a touch attack (energy missile) that can be thrown at any target within range. Should the missile hit it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 rounds. The caster must use the missiles in the proper order for prismatic effects (red, orange, yellow, green, blue, indigo, violet) he can not throw the orange missile until after he has used the red, and likewise can not skip directly to the blue missile for the first attack, can not use multiple yellow missiles et cetera. In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles, Dispel Magic or Greater Dispelling (fully countering the spell) or Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter it without a second roll. Order Color Effect (Saving throw) Negated By 1 Red 20 points fire damage (Reflex half) Cone of Cold 2 Orange 40 points acid damage (Reflex half) Gust of Wind 3 Yellow 80 points electricity damage (Reflex half) Disintegrate 4 Green Poison (6d6 temporary Con damage, Fortitude partial 1d6 temporary Con) Passwall 5 Blue Turned to stone (Fortitude negates) Magic Missile 6 Indigo Insane, as insanity spell (Will negates) Daylight 7 Violet Sent to another plane (Will negates) Dispel Magic An idea I stole from the PSX game Valkrie Profile, toned down a bit, though. [/QUOTE]
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Well, it's time, what do you want from a Prismatic Missile?
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