Magic Missile: Difference between revisions
From A KoL Wiki
imported>JunTenki m spacing |
imported>Dmagus No edit summary |
||
Line 1: | Line 1: | ||
{{NeedsContent|comment=Needs messages and info on damage done.}} | {{NeedsContent|comment=Needs messages and info on damage done.}} | ||
{{skill|name=Magic Missile|type=Combat|mpcost=6*|description=|source=[[jewel-eyed wizard hat]]|price=N/A|class=N/A|level=N/A|effect= | {{skill|name=Magic Missile|type=Combat|mpcost=2-6*|description=|source=[[jewel-eyed wizard hat]]|price=N/A|class=N/A|level=N/A|effect=10-25 damage}} | ||
==Combat Message== | ==Combat Message== | ||
Line 7: | Line 7: | ||
==Notes== | ==Notes== | ||
*Since the only way this skill can be granted is by equipping a [[jewel-eyed wizard hat]], the MP cost of this skill is ''technically'' 6 MP, even though it | *Since the only way this skill can be granted is by equipping a [[jewel-eyed wizard hat]], the MP cost of this skill is ''technically'' 2-6 MP, even though it will never cost more than 5 MP because the hat reduces the MP cost of all skills by 1. | ||
*Damage is determined by dice rolls used in D&D games. 5d4+5 means that 5 dice are rolled, each of which have 4 sides, and their totals are added up as well as an extra 5. The least you can roll is a total of 5, and with the 5 added, you will reach 10. The highest you can roll is 20, and with the 5 added, you will reach 25. | *Damage is determined by dice rolls used in D&D games. 5d4+5 means that 5 dice are rolled, each of which have 4 sides, and their totals are added up as well as an extra 5. The least you can roll is a total of 5, and with the 5 added, you will reach 10. The highest you can roll is 20, and with the 5 added, you will reach 25. | ||
*Damage and MP cost seem to vary by the player's level, similar to the [http://www.d20srd.org/srd/spells/magicMissile.htm original spell]. The spell shoots one missile at levels 1-2, two at levels 3-4, three at levels 5-6, four at levels 7-8, and five missiles at level 9 and above. The spell costs 1 MP per missile, and causes 1d4+1 (2 to 5) damage per missile. | *Damage and MP cost seem to vary by the player's level, similar to the [http://www.d20srd.org/srd/spells/magicMissile.htm original spell]. The spell shoots one missile at levels 1-2, two at levels 3-4, three at levels 5-6, four at levels 7-8, and five missiles at level 9 and above. The spell costs 1 MP per missile, and causes 1d4+1 (2 to 5) damage per missile. |
Revision as of 03:45, 2 July 2006
![]() |
This page is in need of content.
|
View metadata
Skill ID not known!
Skill ID not known!
Source: | jewel-eyed wizard hat |
Price: | N/A |
Class: | N/A |
Level: | N/A |
This skill needs its in-game message specified via the "usemsg" parameter; see {{Skill}} for more details.
Combat Message
You cast Magic Missile. Five missiles of magical energy dart forth from your fingertip and strike your target, dealing 5d4+5 points of force damage.
Notes
- Since the only way this skill can be granted is by equipping a jewel-eyed wizard hat, the MP cost of this skill is technically 2-6 MP, even though it will never cost more than 5 MP because the hat reduces the MP cost of all skills by 1.
- Damage is determined by dice rolls used in D&D games. 5d4+5 means that 5 dice are rolled, each of which have 4 sides, and their totals are added up as well as an extra 5. The least you can roll is a total of 5, and with the 5 added, you will reach 10. The highest you can roll is 20, and with the 5 added, you will reach 25.
- Damage and MP cost seem to vary by the player's level, similar to the original spell. The spell shoots one missile at levels 1-2, two at levels 3-4, three at levels 5-6, four at levels 7-8, and five missiles at level 9 and above. The spell costs 1 MP per missile, and causes 1d4+1 (2 to 5) damage per missile.
References
- Magic Missile is a common Dungeons & Dragons spell.