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→Gameplay Notes: Added notes about the spell's usage. |
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=== | {{spell | ||
|icon= | |||
|image= | |||
|level_bard= | |||
|level_cleric= | |||
|level_druid= | |||
|level_paladin= | |||
|level_ranger= | |||
|level_sorwiz=3 | |||
|level_warlock= | |||
|level_innate=3 | |||
|school=Evocation | |||
|descriptor= | |||
|components=VS | |||
|range=Personal | |||
|area=Self | |||
|duration=Permanent | |||
|save=[[n/a]] | |||
|spell_resistance=n/a | |||
|hostile=No | |||
|empower=No | |||
|extend=Yes | |||
|maximize=No | |||
|quicken=Yes | |||
|silent=Yes | |||
|still=Yes | |||
|persist=No}} | |||
This spell allows the caster to create tiny globes of fire, one for each caster level (to a maximum of 10). As magical objects the meteors are treated as +1 enhanced thrown weapons which do 1d4 + 3 fire damage, and which are thrown with a +3 attack bonus. Once created the meteors cannot leave the caster's body, apart from being thrown at a target, and they remain in his inventory permanently. The meteors cannot be traded, sold or auctioned. | This spell allows the caster to create tiny globes of fire, one for each caster level (to a maximum of 10). As magical objects the meteors are treated as +1 enhanced thrown weapons which do 1d4 + 3 fire damage, and which are thrown with a +3 attack bonus. Once created the meteors cannot leave the caster's body, apart from being thrown at a target, and they remain in his inventory permanently. The meteors cannot be traded, sold or auctioned. | ||
== Gameplay Notes == | == Gameplay Notes == | ||
* The throwing weapons created by this spell count as [[dart|darts]]. As such, you would need [[Weapon Proficiency (simple)]], [[Weapon Proficiency (druid)]], or [[Weapon Proficiency (spirit shaman)]] in order to equip them. These weapon proficiencies are not granted to [[Wizard|Wizards]], but [[Sorcerer|Sorcerers]] do have proficiency in simple weapons. Therefore, a [[Wizard]] would need to pickup the proficiency from cross classing or as a general feat. | |||
* Although the spell creates only a limited number of throwing weapons, they are not destroyed upon [[rest|resting]]. Thus, it is possible to create a large number of these from several casts and resting cycles. | |||
== Bugs == | == Bugs == | ||
Latest revision as of 16:47, 12 February 2019
| Melf's Minute Meteors | |
| Spell Information | |
| Spell level : | Innate level: 3, Sorcerer/Wizard: 3 |
|---|---|
| School : | Evocation |
| Components : | Verbal and Somatic |
| Range : | Personal |
| Target/Area : | Self |
| Duration : | Permanent |
| Save : | n/a |
| Spell resistance : | n/a |
This spell allows the caster to create tiny globes of fire, one for each caster level (to a maximum of 10). As magical objects the meteors are treated as +1 enhanced thrown weapons which do 1d4 + 3 fire damage, and which are thrown with a +3 attack bonus. Once created the meteors cannot leave the caster's body, apart from being thrown at a target, and they remain in his inventory permanently. The meteors cannot be traded, sold or auctioned.
Gameplay Notes
- The throwing weapons created by this spell count as darts. As such, you would need Weapon Proficiency (simple), Weapon Proficiency (druid), or Weapon Proficiency (spirit shaman) in order to equip them. These weapon proficiencies are not granted to Wizards, but Sorcerers do have proficiency in simple weapons. Therefore, a Wizard would need to pickup the proficiency from cross classing or as a general feat.
- Although the spell creates only a limited number of throwing weapons, they are not destroyed upon resting. Thus, it is possible to create a large number of these from several casts and resting cycles.
Bugs
Categories:
- Spells
- Evocation spells
- Spells missing icon
- Spells missing pictures
- Level 3 innate spells
- Level 3 sorcerer/wizard spells
- Sorcerer/wizard spells
- Verbal and Somatic spells
- Personal spells
- Unknown/special duration spells
- Spells without a save
- Spells other/unknown spell resistance
- Non-hostile spells
- Spells that can be Extended
- Spells that can be Maximized