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This is a first draft of a revised magic missile spell, for a potential Revised version of PF1. You can read about my design goals for such a project, and see an index of articles about it, here.

For this spell, one of the things I want to do is allow this iconic spell to remain an interesting choice in play at all character levels. Also, it's ability to never miss and to damage insubstantial creatures are useful functions well past when it's damage is worth taking your action to harm a foe.

I've added a few concepts here, new to PF1.

Minor Ritual: A minor ritual if a full action that requires you to keep casting the spell until the beginning of your next turn, during which time you are flat-footed. You cannot cast a minor ritual while entangled. (I currently envision Entangled applying when you are wrapped up, grappled, or squeezing.)

Variable Level Spell: A variable level spell (VLS) can be prepared and cast at multiple spell levels. If you know a VLS at a given spell level you can prepare or cast it at that level or any lower spell level you can cast. Each time you gain a higher level of spells known you may choose to learn a VLS at that higher level, and then may replace the lower-level spell known with a new choice.

(Art used by permission. © Thomas Denmark.  All Rights Reserved. thomasdenmark.com)

Magic Missile

School evocation [force]; Level arcane 0-9Casting Time standard action, full action, or minor ritualComponents V, SRange 150 ft.Targets up to five creatures, which must be within a 10-foot radiusDuration instantSaving Throw none; Spell Resistance yes

You create a missile of magical energy that unerringly strikes its target, dealing piercing damage as a force effect. It cannot target creatures with total cover or total concealment. Objects are not damaged by the spell.

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 from caster level. In addition to these, if you cast this spell as a full action, you gain one additional missile. If you cast it as a minor ritual, you instead gain two additional missiles.

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.

The damage dealt by each missile is determined by the spell level at which the magic missile is cast.

Spell Level / Damage Per Missile0 / 1 pt.1 / 1d4+12 / 1d4+23 / 1d6+24 / 1d6+35 / 1d8+36 / 1d8+47 / 1d10+48 / 1d10+59 / 1d12+5

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Comments

Raphael Bressel

I have a couple questions about how Minor Ritual is intended to work. 1) Does the spell take effect at the end of the full round of casting (so just before the beginning of your next turn, as 1-round casting times work in PF1), or does the spell take effect on your current action and you just have to continue casting/remain flat-footed until your next action? 2) Is this intended to be a replacement for 1+ round casting times?