Magic Missile


Technomancer 1

School: evocation

Casting Time: 1 standard action; see text

Range: medium (100 ft. + 10 ft./level)

Duration: instantaneous

Saving Throw: none

Spell Resistance: yes


You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.

You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.

You can cast this spell as a full action. If you do, you fire three missiles instead of two.