College: | General Spells |
Spell Type: | General Knowledge Spell |
Special Classification: | Circle of Protection |
Spell Rank Limit: | 22 |
Name: | COP Missiles |
Multiple: | 55 |
Range: | |
Duration: | |
Base Chance: | |
Components: | Verbal, Somatic |
Saving Throw: | |
Non-magic missiles will bounce off the circle as if it were a force wall. Magical missiles have a chance of penetrating as indicated below:
Type of Missile | Chance of Penetration |
Enchanted Missile * | 20 - circle rank |
Spell that shoots missiles ** | 30 - circle rank |
+1 missile | 20 - circle rank |
+2 missile | 30 - circle rank |
+3 missile | 40 - circle rank |
+4 missile | 50 - circle rank |
+5 missile | 60 - circle rank |
* An enchanted missile is a normal missile with a magic spell cast upon it that temporarily enhances the attack function of the missile. For example, an arrow with a Weapon of Cold spell cast on it would fall into this category. An arrow with a Light spell cast on it would not fall into this category because the Light spell does not enhance the attack function of the missile in any way. It would be treated as a normal missile and bounce off the circle.
** This category refers to spells that create physical missiles that shoot at a target. This would include spells such as Ice Projectiles, Diamond-Tipped Javelins, and Earth Hammer, but would not include spells that are based solely on energy such as Fireball and Lightning Bolt. |
|
Effect Category: | Barrier |
Effect: | Circle of Protection |
Base Cost: | 70 |
Modifiers: |
Area of Effect: | Small area (.5) | 0.5 |
Cast Chance: | 20 | 0 |
Casting Time: | Long spell | -0.5 |
Components: | See Components Above | -0.5 |
Duration: | 1 minute per rank | 0.5 |
Immunity: | No Immunity | 0 |
List: | List Appropriate | 0 |
Range: | Self Only | -0.5 |
Reliability: | Mostly reliable | 0 |
Resistance: | No save | 0 |
Visibility: | No visibility modifier | 0 |
|
Active Cost
(cost after advantages): | 140 |
Recommended Cost
(cost after disadvantages): | 56 |