Missile Spells

Missile Spells are explained on B240.
==Classic vs 4e==
Missile spells got a substantial upgrade in 4e from Classic:
*Classic: Each turn put 1 point of energy into a missile spellClassic: Magic 2e p 12
*4e: at least a Magery level worth of energy can be put in each turn.
So a fireball that maxed out at 3d6 for 3 energy in Classic was able go to 9d6 for 12 energy in 4e and still take 3 seconds (turns) to cast.
==damage without magery==
Concussion does not require Magery 1 like Fireball does.
The "1 or more" policy doesn't actually require magery 1, since it's not just "magery per turn"
But if GMs wanted to do that policy, it is certainly feasible under some new rules.
*Magical Styles 29 Power Casting
*Using Abilities at Default : Magery 1 [10] is 200% the value of Magery 0 [5] so at -2 per 25% that is a -8 penalty to temporarily give yourself Magery 1 for 1 minute. Giving yourself merely 1 spell Magery (2 points) is much cheaper: only a -4 roll. Power Casting is cheaper still, since that is 1/5 the cost of Magery 0, it's only a -2 penalty.
*thaumatology's -1 default per [10] missing prereqs rule.
**this is a bit cheap, instead it's probably better to have -1 per CP but allow one-spell magery so it's -2 per missing level of magery. This allows it to be -1 to simply act as if you had Power Casting for it.
==List==
Basic Set:
*Lightning
*Fireball
*Explosive Fireball
Magic additions
#Concussion
#Explosive Lightning
#Ball of Lightning
#Spider Silk
#Stone Missile
#Sunbolt
#Throw Spell
#Poltergeist
#Winged Knife
#Ice Sphere
#Ice Dagger
#Acid Ball
==Interaction==
Steal Spell specifies "A held Missile cannot be stolen" so perhaps a dropped / thrown / suspended one might?
It strangely doesn't mention this for Melee spells.
==Discussion==
===Rice===
Missile Rack was proposed 27 April 2016 by Dolarre based on Force Extension and Weapon Mount on Extra Arm. While Magical makes sense, it would be visible withuot No Signature
Christopher R. Rice at http://forums.sjgames.com/showpost.php?p=2000983&postcount=7 talked about the necessity of Missile Spell Mastery and invented Arcane Concentration technique to buy off the penalty it created... however the "float above the head" thing would NOT be covered with just his design, so perhaps Rice meant that to supplement the writeup Dolarre made. That's the only thing that could cover it floating above the head!
===Kromm===
http://forums.sjgames.com/showpost.php?p=2134110&postcount=14
A Flame Jet of any size or any kind of Flaming Weapon is equivalent to a lantern or torch (Exploits, p. 19), so I'd be kind and say that a held Fireball, Explosive Fireball, Lightning, Explosive Lightning, or Sunbolt of any size works the same way. It's true that this means offensive spells can sometimes cast more light than a more expensive Continual Light spell . . . but they're also spells "on" and dangerous, and in the case of Missile spells they're barriers to casting further spells.
==See also==
*Dissipating Held Melee and Missile Spells
*Energy Orbs
*Hands-Free
*Missile Spell Mastery
*Psychic Guidance
Category:Rules