Magic Missile Conjuration (Wizard Spell) 2e

The caster creates up to four arrows that fly toward their targets which must be clearly identifiable. The caster must make an attack roll to hit the targets as if she were a rogue of equal level (2/3 progression) [+0, +0, +1, +2, +2, +3, +4, +4, etc.]. Due to the magical nature of these arrows the caster only need hit the creature's non-armored AC (10+Dex+Shield+Magic). The usual combat adjustments apply for situational effects (back attack, cover, held, etc.), but not environmental effects (e.g. wind, lighting, etc.). Because the caster is not actually firing or throwing the missiles, the caster's strength and dexterity do not modify the attack roll. The wizard may fire all the missiles upon casting, or she may maintain light concentration on the spell and use them at will.
Should the caster use wooden components for the spell, the arrows are bodkins and deal 1d4 damage. If the caster is using metal bars, the arrows are broadheads and do 1d6 damage.
This weaker version of the Magic Missile spell was created by a jealous summoner who always longed for what he couldn't have. While it is generally considered a weaker version of the spell, it does have a certain dramatic flair and can be situationally advantageous.
==Notes==
Template:Magic Missile Conjuration 2e
Category:Custom 2e Class Spells
Category:Custom Class Spells
Category:2nd Edition Spells
Category:2.Neal Wizard Spells