From Novice to Master: The Journey of a Thonaa Magic Missile User

By admin

Magic missiles are a common form of attack magic used in fantasy literature and role-playing games. These spells typically involve the conjuring of multiple projectiles that are then launched at an opponent. The term "magic missile" has become synonymous with this type of spell. In the fictional world of Thonaa, magic missiles play a prominent role in the magical combat between wizards and other magical creatures. The art of casting magic missiles requires extensive training and a deep understanding of the mystical forces at play. Unlike conventional weapons, magic missiles are not physical projectiles.


The psionic version never particularly bothered me, though lots of people do house rule it. Rule it either way you like, it's not broken at +1 DC/PP, nor is it useless at +1 DC/2 PP.

Oh, and it also has a secondary effect rendering someone sickened or dazed, or blinded, or entangled depending on the orb s energy type if they fail a fort-save. It s not fire missile it s You just cast resist fire, so Imma cast Cold missile Or You re a red colored dragon, so I m gonna hit you with a cold missile that even you cant save against So this seems closer to being considered untyped damage, unless there is noone in your party with appropriate knowledge checks to say Hey its a demon, they are vulnerable to XXX as a free action right before you blast him.

Magic ssiles on thonaa

Unlike conventional weapons, magic missiles are not physical projectiles. Instead, they are pure magical energy that can be shaped and directed by the spellcaster. This allows magic users to bypass traditional defenses such as armor, shields, and barriers.

Energy Missile

My binder (sometimes) has the ability to "cast" energy missile. I'm far from an expect on psionics, but the augmentation seems wrong to me.

The save DC increases by 1 for every power point you put in. Shouldn't that be +1 for every two power points?

Its not in the errata.

log in or register to remove this ad

Stratovarius

First Post

There was a change in Complete Psionic to +1 every 2 PP, as a form of paid-for errata, but I ignore that in my games and keep the original. The DC of energy missile never bothered me. the problem was being able to target multiple items for sunder shots with sonic missile, and that wasn't addressed. I just use the original DC, as most things from Complete Psionic are banned in any game I'm in.

amethal

Hero
Stratovarius said:

There was a change in Complete Psionic to +1 every 2 PP, as a form of paid-for errata, but I ignore that in my games and keep the original. The DC of energy missile never bothered me. the problem was being able to target multiple items for sunder shots with sonic missile, and that wasn't addressed. I just use the original DC, as most things from Complete Psionic are banned in any game I'm in.

So its paid-for errata that you don't actually use

Thanks for the reply.

My binder is 18th level, with Int 16. It doesn't seem right, somehow, that I can force DC 30 saves without actually trying.

Albeit only twice a day, and with one heck of an opportunity cost (although that comes with being a binder in the first place).

Stratovarius

First Post

It's energy damage, which tends to be at best not the optimal choice for a situation, and the high save just ensures that the damage actually hits the creature, rather than being constantly saved against. Especially as this is only twice a day.

If it was a DC30 Dominate ability, that would be far more dangerous, but as it stands I wouldn't be worried unless it starts overshadowing everyone else when used.

avr

First Post

The errata in Complete Psionic for the two energy powers with typos in the XPH seemed sensible to me. My experience is with mid-level psions rather than near-epic binders though.

Exactly why WoTC put this errata in a separate book is another matter. I suspect it was a screwup on someone's part.

Drowbane

First Post

I could be wrong, but I'm pretty sure there was errata on Energy Missile before the Complete Psi was ever conceived of.

Or. maybe that was just "common sense" among those in groups I play in.

Kmart Kommando

First Post

It would be fine, if it was: Add PPs for more damage, add PPs for higher DC, separately, to a limit of your manifester level. Then it is perfectly balanced, and comparable with many of the other powers, instead of the power to have.

Last edited: Dec 6, 2007

Nifft

Penguin Herder
amethal said:

My binder is 18th level, with Int 16. It doesn't seem right, somehow, that I can force DC 30 saves without actually trying.

Think about it this way: if you were a Wizard, you could cast magic missile, with no save.

The psionic version never particularly bothered me, though lots of people do house rule it. Rule it either way you like, it's not broken at +1 DC/PP, nor is it useless at +1 DC/2 PP.

Kmart Kommando

First Post
Nifft said:

Think about it this way: if you were a Wizard, you could cast magic missile, with no save.

The psionic version never particularly bothered me, though lots of people do house rule it. Rule it either way you like, it's not broken at +1 DC/PP, nor is it useless at +1 DC/2 PP.

but your magic missile isn't doing 18d6 damage either. no one plays a psionic character that doesn't go nova if they can get away with it.

we've had an enemy wilder one-shot our healer in the surprise round, then kill another character each round, with a first level, no save power. except for the psion/wizard, who was built specifically to be a damage sponge, but probably with a little bit of rules-bending in there somewhere, he survived an assault with like 20 hit points to spare. i think 3 of us went down before we killed him, in the third round of combat. :\

Slaved

First Post
Your level 14 cleric died to about 63 damage.

Kat'

First Post
Kmart Kommando said:

but your magic missile isn't doing 18d6 damage either. no one plays a psionic character that doesn't go nova if they can get away with it.

we've had an enemy wilder one-shot our healer in the surprise round, then kill another character each round, with a first level, no save power. except for the psion/wizard, who was built specifically to be a damage sponge, but probably with a little bit of rules-bending in there somewhere, he survived an assault with like 20 hit points to spare. i think 3 of us went down before we killed him, in the third round of combat. :\

Energy missile.
1- . is a Kineticist-only power. Non-kineticists must spend a feat to learn it
2- . allows a save (Mettle or Evasion, anyone?)
3- . deals energy damage (Protection from Energy, resistances, immunities. meh)

Plus, an energy missile dealing 18d6 damage has been manifested using 18 PP, making it in fact the equivalent of a level 9 power. In comparison, Magic missile damage stacks without increasing the level of the spell slot used to cast it.

Kmart Kommando

First Post
Slaved said: Your level 14 cleric died to about 63 damage.

no, it was an actual Healer, though I think the level is about right. The DM liked throwing amped-up combos at us all the time. The spell was crystal shard, and some metapsionic stuff and Wild Surge thrown into it. Maybe something about double actions, something like that, I don't pay much attention to psionics when I make characters. The surprise round volley did well over 200dmg. The healer was built to be nearly impossible to kill, the players knew the DM's combat style, all the characters were built to withstand punishment. the NPC won initiative, somewhere around 20 higher than the arcane casters tossing Nerve Skitter, and killed a frontline fighter-type outright. the wizard/psion had Share Pain, Vigor, and a bunch more on him and his psicrystal, and he survived just barely, but his crystal died. I think he was counting his DR twice though, once for him and once for his psicrystal.
The whole campaign was an arms race. Half of everyone's spell selection was devoted to 'how can I get away from a losing fight?'

eamon

Explorer
Kat' said:

Energy missile.
1- . is a Kineticist-only power. Non-kineticists must spend a feat to learn it
2- . allows a save (Mettle or Evasion, anyone?)
3- . deals energy damage (Protection from Energy, resistances, immunities. meh)

Plus, an energy missile dealing 18d6 damage has been manifested using 18 PP, making it in fact the equivalent of a level 9 power. In comparison, Magic missile damage stacks without increasing the level of the spell slot used to cast it.

Perhaps a better comparison is orb of acid, which is a fourth level spell, has no save nor spell resistance vs. 15d6 damage. How exactly is energy missile a problem? Oh, and it also has a secondary effect rendering someone sickened (or dazed, or blinded, or entangled depending on the orb's energy type) if they fail a fort-save.

Plain old scorching ray does 12d6 damage with no save (but does allow SR), and it's just second level.

amethal

Hero
Kmart Kommando said: no one plays a psionic character that doesn't go nova if they can get away with it.

My binder is going to have 36 power points (21 from one vestige and 15 from another).

Going nova is most definitely my intention. Since I'm 18th level the 36 pp is just enough to do two maxed energy missiles (or astral constructs, if I think that's more appropriate in the circumstances).

Bacris

First Post
Kmart Kommando said:

but your magic missile isn't doing 18d6 damage either. no one plays a psionic character that doesn't go nova if they can get away with it.


I never nova as a manifester - it pretty much never fits my character's personality, so it would be metagaming to nova.

akbearfoot

First Post

IMO it's counterintuitive to say energy missile is fine as originally printed. it scales twice as good as any other power printed in the book. And also. even if you didn't pay for the book with the stealth errata, the rules are still pretty clear that it's been changed. Anyone who read this thread should be well aware of the change by now.

Why is resist elements listed as a defense against this? It's not (fire missile) it's 'You just cast resist fire, so Imma cast Cold missile' Or 'You're a red colored dragon, so I'm gonna hit you with a cold missile that even you cant save against' So this seems closer to being considered untyped damage, unless there is noone in your party with appropriate knowledge checks to say 'Hey its a demon, they are vulnerable to XXX' as a free action right before you blast him.


Also, isn't comparing things to the Orb spells to test if they are broken a little funny? I mean there are hundreds of pages of online content with people saying the orb spells are broken, and if those spells were 2 levels higher than they are now people would STILL take them. How many spells are that good? Not even the other best spell in the game, magic missile! Shouldn't you compare it to something like Ice Storm? (pauses for laughter) Ok, maybe not. How about a 5th level spell instead? Lets go with Cone of Cold? (laughs some more). How about an 8th level spell like Polar Ray? (laughs even harder)


That said. if you're playing a high level psionic character and you only have a +3 primary stat then something seems strange does it not? I am not personally familiar with the binder class.

How exactly does magic missile stack with itself? 5d4 + 5 no save. mmmk

Scorching ray doesen't do 12d6 damage. It's 3 attack rolls, with 3 very possible chances to miss or rarely crit, that do 4d6 of the most commonly resisted energy type. Humongous difference. Archmage abilities set asside.

All that without taking into account things like empower power, or overchannel, or whatever other combos you can think of.

School evocation [force]; Level arcane 0-9
Casting Time standard action, full action, or minor ritual
Components V, S
Range 150 ft.
Targets up to five creatures, which must be within a 10-foot radius
Duration instant
Saving Throw none; Spell Resistance yes
Magic ssiles on thonaa

Magic missiles can target enemies at a distance, making them an effective offensive tool. The number of missiles a wizard can conjure and fire simultaneously varies depending on their skill level and the spell they are using. Some wizards may only be able to summon a few missiles, while more powerful spellcasters can unleash a barrage of projectiles. The appearance and properties of the magic missiles can also be customized, with some spells imbuing them with elemental properties or enhancing their destructive power. Magic missiles are often described as being unerring or homing in on their target, making them difficult to evade or block. However, skilled combatants can still use various defensive spells, such as magical shields or counter spells, to mitigate the damage caused by magic missiles. In Thonaa, the use of magic missiles is not limited to wizards alone. Other magic-using creatures, such as sorcerers or enchanted beings, can also employ this form of attack magic. This adds an element of unpredictability to battles, as opponents may not always know the exact capabilities of their magical adversaries. Overall, magic missiles are a versatile and potent weapon in the magical world of Thonaa. Their ability to bypass conventional defenses and target enemies from a distance makes them a favored choice for wizards and other magical beings. Whether used for defensive purposes or to unleash devastating attacks, magic missiles are a fundamental aspect of magical combat in Thonaa..

Reviews for "The Role of Magic Missiles in Thonaa's War Tactics"

1. Sarah - 2/5 stars - I was really excited to read "Magic Sliles on Thonaa" because I love fantasy novels. However, I was quite disappointed with this book. The storyline was confusing and hard to follow, and the characters lacked depth and development. The writing style was also quite dull, and I found myself forcing myself to keep reading. Overall, I didn't enjoy this book as much as I wanted to.
2. Mark - 1/5 stars - "Magic Sliles on Thonaa" was a huge disappointment for me. The plot was predictable and lacked originality. The characters were one-dimensional, and their actions often didn't make sense. The pacing was also very slow, and I found myself losing interest very quickly. The writing style was basic, and there was nothing compelling about this book. I would not recommend it to anyone looking for a good fantasy read.
3. Emily - 2/5 stars - I had high hopes for "Magic Sliles on Thonaa" based on the positive reviews I read, but I was left unimpressed. The world-building was weak, and it was difficult to visualize the setting. The dialogue was awkward and unrealistic, and I couldn't connect with any of the characters. The story also lacked a clear direction, and I found myself getting bored after a few chapters. Overall, I wouldn't recommend this book to fantasy lovers seeking an immersive and captivating read.

Uncovering the Mysteries of Thonaa's Arcane Arts: Magic Missiles

Enhancing Magic Missiles on Thonaa: Potions, Runes, and Enchantments

We recommend

ehfpup AND nxvcjtws AND 44477 AND nzo9 AND 5kn7 AND uaarzybmy AND nlhos AND 3091 AND v3uev2qd AND ifhy