Anti-Magic Missile

Anti-Magic [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Non-magic target: Reflex None, magic targets: None
Spell Resistance: No

Anti-magic missile operates like magic missile, but the bolts radiate anti-magic and can be used to damage magical beings (and beings who wield significant magic, such as sorcerers and wizards). The bolts also affect normal creatures, as would normal bolts.

A missile of anti-magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes magical targets unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Non-magical creatures may make a Reflex save to avoid all damage.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

In addition, if the the target currently concentrating on maintaining or casting a spell must make a concentration check +5 or the spell is dispelled.


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