Arcane Missile
Time: Action Target: Any one or more in Shooting Distance
Requirements: #Chants, #Motions
Test: Mage Stat
When casting this Ability, choose any number of targets and order them. Your Score determines how much Damage you can deal, but you can split it across all the targets, so long as targets earlier in the order are dealt the same or more Damage than those later in the target order. Each point of Damage dealt by this Spell counts as a separate hit, meaning it can be reduced to nothing by Resistances, but it can also easily take down a target's Vitality.
Magic Weapons. When you Wield a magic weapon, such as the Magic Weapon, gain the benefits described by that weapon, such as increased Damage. This increase to Damage also affects Low Scores, bringing the Damage up to 1.
When dealing 0 Damage, it is also still possible to inflict Status Conditions. This Ability has no Status Conditions of its own, but other Abilities can augment or build on this one, adding Status Conditions to it.
- High Ground. Advantage if you are more than Spitting Distance above the target in elevation.
- Close Combat. Disadvantage if a hostile is in Swinging Distance of you.
- Ducked Hunt. Disadvantage if the target is Prone and more than Swinging Distance away from you, laterally.
- Improvised Maneuver. Disadvantage when attempting an improvised maneuver, like trying to shoot an item out of someone's hand. The GM will describe what may be possible and if there will be a Save Test for your target before you decide to roll.
- Far(1).
- You can target a creature in Shooting Distance.
- Far(2).
- You can target a creature in Sniping Distance.