Magic Missile
Time: Action Target: Any one or more in Shooting Distance(16u)
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 damage Vitality more than once. Any Saves triggered by this Ability are only made once, regardless of how many times the target was hit.
See Magic Weapon. Grants +1 Damage. Only one can be used per Arcane Missile.
Tip: Status Conditions
Bonuses:
- High Ground. Advantage if you are more than Spitting Distance(4u) above the target in elevation.
Penalties:
- 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.
Mage Upgrades:
- Far(1).
- You can target a creature in Shooting Distance(16u).
- Far(2).
- You can target a creature in Sniping Distance(200u).
- Powerful(1). Requires Level 5.
- Powerful(2). Requires Level 10.