Incorporeal (Ex) Source Bestiary 6 pg. That will bring the Metamagic in. 82 You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. To answer your first question: it's not smart at all, it has no intelligence. Toppling spell, Elemental Spell (cold) + Rime Spell, Echoing spell, Quickened spell. Some weapons also cause specific critical hit effects, which are listed in the weapon tables and described beginning on page 182. Missile. Others—especially conditions—can make you universally flat-footed against everything. A seeking spell uses up a spell slot 2 levels higher than the spell’s actual level. Both Weakened and Magic Missile have been changed by errata since this thread started. 2e Magic Missile does not. Product Discussion (105) Pathfinder Adventure Path, Maps, Rulebook, Starfinder Maps, Starfinder Society Subscriber. She. Example 2. Magic missile produces a number of magic bolts (or whatever you want to call them) that each do 1d4+1 damage. Range: 10 ft. magic missile, fireball, and so on grow in power more slowly, and the range/duration of spells also grows more slowly). Spells: 1st - Magic Missile, 2nd - Darkvision, 3rd - Irradiate, 4th - Remove Radioactivity, 5th - Telekinesis, 6th - Control Gravity Walk the Void (Su) - 1st Level You are immune to the. Weapons primarily deal damage, and some have additional special properties. The staff has 6 charges. Damage and healing should be automatically adjusted. Shield spell wrote: Shield creates an invisible shield of force that hovers in front of you. Source Starfinder Core Rulebook pg. Pathfinder Starfinder Society Subscriber . Balancing time against the lives of the myriad trapped Starfinders, nominated First Seeker Luwazi Elsebo authorizes a dangerous mission to return to the fated region of space known as the Scoured Stars. Or interrupt line of effect one way or another; wall of force or resilient/telekinetic sphere will stop most things, or there's a 3. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. 550 Magic (backronym for Missile Auto-Guidé Interception et Combat) is a short-range air-to-air missile designed in 1965 by French company Matra to compete with the American AIM-9 Sidewinder,. 3rd level spells like arcing surge and the fireball one deal insane damage. 1 You've studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. +1 per target is reasonable - the same sort of result you would get with a Fireball. Witchwyrds have darkvision with a range of 60 feet. The Gorgon represents a new class of starship pressed into service by the Exo-Guardians faction and intended to handle high-level threats. For example, if you create a 5th-level quickened magic missile spell that acts just like a magic missile spell with the Quicken Spell feat, any 14th-level wizard (who has at least three 5th-level spells available) is going to be tempted to learn this spell just because it allows him to add 5d4+5 extra points of damage to any high-level combat. 5 damage each missile and 38. 2. Eliminate Read Magic and handle spellbooks, wizard spell acquisition, and so on as you described already above. 3. Oh, and Willow Wisps, except for their vulnerability to Magic Missile. Every spell has a level from 0 to 9. The type of object thrown doesn’t change the damage type or any other properties of the. Starfinder Core Rulebook p. For each level of experience of the magic-user, the range of his or her magic missile extends 1” beyond the 6” base range. Source Starfinder Core Rulebook pg. 55 Level 16; Price 53,200 Hands 1; Proficiency Ammo Damage —; Critical — Capacity 1 Bulk 1; Special 12d10 e&fCheck out this new Starfinder SRD site with the complete Starfinder rules, database search, tools, and more!. Area: 10-ft. In this respect, yes, you could apply sneak attack damage to the magic missile ray. Darkvision Witchwyrds have darkvision with a range of 60 feet. None of these effects extend. Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. First Post. First thing that jumps to mind is you want to gain the "orc" bloodline arcana. The only constructs with a hardness are animated objects (at least in the DMG), using slightly different rules than DR. + 10 ft. 3rd level spells like arcing surge and the fireball one deal insane damage. Weapons that use batteries list the highest. It looks like he had spell focus evocation twice (1st and 5th). Source Core Rulebook pg. Here are the 12 0-level spells I've seen used a lot. Roll d100 and consult the following table to discover what happens. If you want to create macros, scripts, automations, or to link animations to spells/abilities in FoundryVTT, please read this section. Truly awful. This formula generally holds pace with Starfinder’s weapon design, but this means that spells tend to fall behind their weapon counterparts every time a new spell level is unlocked. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus). You also have the option of using your 2nd level slots for casting 1st level spells or for Metamagiced 1st level spells. Disintegrate, on the other hand, still deals force damage but explicitly says that if it reduces them to 0 hit points, they are completely disintegrated. Columns. Oh, the full/double attack thing is fine. Notes:. Magic Missile is a magical effect, and is not a fire effect, therefor is not affected by the water. It's in the rules, you won't have people yelling at you that it's broken, and for the price you stated you could get more than 100 charges, which you would only use if you were trying to be something akin to a magic missile machine gun. Source Starfinder Core Rulebook pg. If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round). Overall, I'm a little underwhelmed with damaging spells in general, and don't necessarily consider them worth the use of a spell slot -- I'm more likely to stick with a weapon for damage and spells for non-damaging effects, personally, so I wouldn't be as likely to take. 42 You worship Triune, have ties to the mysterious spectra, or have some other relationship with the Drift. Not so anymore. 364. Holographic image is an amazing illusion spell if your gm rewards creativity. This conflicts with Crawford’s more recent rulings, where he has. That'll get you +1 damage per missile, or +5 damage per spell cast at the end of the day. The forbidden act of bringing some D&D 5e to a Pathfinder game. Magical attacks ignore DR but not hardness. And from a balance perspective, scaling up Magic Missile makes it a little better than any other single-target blasting spell until high level. That allows you to delay 2 sets, and fire the third normally, thus 15 missiles. Each missile will hit, so no attack roll. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting. Resources. The same goes for stuff like scorching ray, it is more rays not dice of damage. Some individually targeted spells, such as magic missile when cast by a 3rd-level caster, can be directed at several creatures simultaneously. 5. anything else that tickles your fancy. I know the output can be overwritten by the attacher section but knowing little to nothing about how macros work in this game I wouldn't even know where to begin with the code. This could also be using the mythic rules. Page 21: In the forbidden thought cantrip, replace “1d6 mental damage plus your spellcasing ability. May 27, 2016, 07:03 am. The two ways are essentially "be a sorcerer" and "be an arcanist with the 'blood arcanist' archetype". Have magic missile as your key spell, but include a few others like; Mage armorMagic Missile is an automatic hit. 412294. An invisible barrier surrounds you and moves with you. The examples you give work out as 4. This is also supported by Jeremy Crawford:. Run away from melee, so not much real effect on the PC. This amulet functions as an absorb force graft (Alien Archive 4 140), and you can use the captured magic missile energy to instead activate any force bolt graft (Alien Archive 4 144) you have. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed. I'm bulding my (now level 5) soldier towards using the IMDS missile launcher because it's amazing and I've always wanted to have a missile launcher in my RPGs. A missile’s damage when fired from a missile launcher (such as an IMDS missile. Just as in Starfinder Society, adventuring earns your PC Reputation (which unlocks potential rewards) and Fame (which lets you purchase those rewards). Starfinders approach is pretty good. Magic missile (PHB p. Telepathy 300 feet. A hand that transfers its energy to a battery no longer glows and is available to catch additional magic missiles. They lose the spell. Just because he's at least 5th level (or. 4 Read Magic: If you are used to finding a lot of scrolls and. Eliminate Read Magic and handle spellbooks, wizard spell acquisition, and so on as you described already above. 71Battery. Treat the saving throw as if the. You can choose up to 3 targets that the Wizard will hit at the same time. So if I put two magic missile spells in my 9th level slot, they both hit like 7th level magic missile spells, but if I put baleful polymorph and feeblemind in the same slot, they're both effectively 9th level spells? 1. The R. Yes. =) Edit: Also, I think if you cast Shield that should protect the Images as well. According to Jeremy Crawford back in 2015, this bonus applies to each missile of magic missile and to all targets of an AOE, but only to one attack for multi-attack spells like Scorching Ray. Page 320: "If the attack is made with a tracking weapon such as a missile launcher (see page 303) and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. [Witch, Wizard] You expend a prepared spell to. Our party today had a technomancer with magic. target takes no damage. (Important for the Dispel Magic) Use readied actions for the Eternal spell (magic missile) on other casters. Daze: Humanoid creature of CR 3 or lower is dazed. Sometimes exceptions may be phrased differently, so that they don't appear to be exceptions. m. In starfinder you can't do that. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject. Fixed the speeds of heavy antimatter nuclear missile (8 -> 3), and heavy nuclear missile launcher (3 -> 4) Added basically all the new weapons from SOM and their associated properties,. If the spell does not normally allow a save, the target can attempt a Fortitude save to. Well except for "K: complete imprint" maybe. These dwarves have a land speed of 25 feet. I would think that a 15th level wizard throwing an intense magic missile would be able to launch the standard 5 for 9th caster level, and increase the progression to 14th level: adding a missile for 11th, and 13th. Also, the targets can now be up to 60 feet apart, instead of the regular 15. Second Lesson: You apply your techlore bonus as an Protean insight bonus to one skill check before attempting the check. Magic missile allows you to make up to five trip attempts as a second level spell, which can do a lot of good things for your melee allies. Non-Mint Unavailable. instead of countering the full energy of what you are doing it counters the energy you expend in a specific spot on the body letting the rest of the body continue with what it is doing. Actions. It will automatically hit any visible target. Weapons. Special Weapons Special weapons resist classification into any other category. +1 per missile is far too strong. Have not seen any force resistance, and it causes the loss of the spell. or a target adjacent to you, you can cut the weapon (or. You're not going to be doing much damage. e. 99. Magic Missile Expedicious Retreat. thanks. Magic missile hits the caster. Games like Dungeons & Dragons give players the power to become so many things, from magic-wielding Wizards to lute-toting Bards, but. At 1st and 2nd level, a single cast of magic missile (automatic avg. We only provide the animated files, we do not provide any sort of automation when it. Magic Missile, in all its iterations in all different editions except for Fourth Edition pre-Essentials errata, always hits its mark as long as something isn't preventing it (such as. That will bring the Metamagic in. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. I'd say magic missile + harmful spell is superior to small arms for many, many levels. Buy some low level armor, some spell gems of magic missile, and. Critical Called Shot: When a called shot is confirmed as a critical hit but deals fewer than half the creature’s hit points of damage (minimum 50), a critical called. This took much longer to make than I originally anticipated. And I got bloody satisfaction. TrizzlWizzl. Mar 11, 2003. Besides, the Painful Stare says the attack needs. however, treating magic missile like an AoE and doing the bonus damage to each target of a magic missile, (treating it like a very low power fireball, in other words), isn't going to break anything if you go that route. 189. Duration: 10 min. Starfinder Starfinder Society. Magic Missile: Level 1: Evocation: Action Level 1 Spell Slot: 3d4+3 Force Shoot 3 magical darts, each dealing 2∼5 Force damage. As an attack of opportunity, make. D20PRO is a multi-platform, multi-player Virtual Tabletop (VTT) that takes roleplaying games from around the table to gamers around the world. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. However, two kinds of damage that you deal are not affected: ongoing damage and damage that isn’t generated by an attack roll. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Columns. Weapons primarily deal damage, and some have additional special properties. Player > Starships > Other > Weapon > High Explosive Missile Launcher High Explosive Missile Launcher. Maybe the focus on building a movie Bond (where no magic exists) should be shifted to what would a Bond-like spy be like in a world where magic can be learned and used. A physical copy of the book you wish to use; A name-watermarked PDF copy of the book; Name-watermarked printouts of all relevant pages. I put this together with Selise in mind. Once per day, a mechanic can take 10 minutes to repair their drone, which then recovers 10% of its Hit Point maximum. Just remember that if the missile looses target. Activate an Item Many technological and magic items, such as a cybernetic arm, don’t need to be activated. Magic Missile T1; Make Whole T2; Mending T0; Microbot Assault T2; Mental Block T3; Might of the Ellicoth M1; Mind Link M1; Mind Probe M4; Mind Thrust M1–6; Miracle M —. The exciting conclusion of the Drift. An 85-page guide comprehensively covering every single magic hack, spell option, alternative class feature, multiclass, archetype, as well as highlighting races, feats, builds and flavor options available to the Technomancer class as of today. We've changed how Starfinder Society notes are displayed, moving away from the hover-over text and instead displaying them in-line with the body of what they. The rule you quoted is the correct one. A Discord bot that outputs spell descriptions for given Starfinder spells. Without going into the several pages of additional background, that equates to dimension door (twice per day as a 10th-level caster) + fireball (once per day as a 5th-level caster) + magic missile (three times per day as a 9th-level caster) + raise user's magic resistance to 40% (twice per day for 1. #1. Art has also been added to all race entries from the Core book and Alien Archives. If the character has both spell slots and pact magic slots the priority will be pact magic -> spell slots. 99 + Abomination Vaults - Character Content PF2 $4. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical. If they have some ability which helps with counterspelling, maybe not. When you hit a flat-footed creature, this weapon deals 1 precision damage in addition to its normal damage. Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature’s ally spell, can cast a metamagic version of it instead. The missile strikes unerringly, even if the. Unravel the eldritch mysteries of the galaxy! The new Galactic Magic hardcover rulebook for the Starfinder Roleplaying Game adds magical flair to any hero with a wealth of fantastical magic-infused character options for starfarers of any class! More than 100 spells, a host of powerful rituals, and an array of magic gear, hybrid items, and artifacts give you the. The first spell is Enhanced Magic Missile. Source Starfinder Core Rulebook pg. Your online shop for RPG products for Pathfinder 1e, Pathfinder 2e, Dungeons & Dragons 5th Edition, Starfinder and MANY other game systems from top publishers, delivered instantly to you. "slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged" That's some weasel wording there. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. The wizard school had turned evil and started blowing up parts of the town and we were sent to investigate. Eh. Each missile does 2 to 5 hit points (d4 + 1) of damage. You must be aware of the Spectacles of the Unseen 1 185 — incoming magic missiles and can’t be flat‑footed while using this Spell putty, 0-level 1 25 — CLASSES ability. See page 83. The rules text is functionally identical to 1e and Starfinder here. The following table presents the technomancer spell list. Add PDF $9. #4. Consider that while the MM may be guaranteed damage, 3. Saving Throw none; Spell Resistance yes. Specific parts of a creature can't be singled out. Once per day, you can cast mental silence as a spell-like ability, using your character level as your caster level. "The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. You'd have to be missing more than half the time to make that a good idea. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover their Stamina Points, they can also choose to repair their drone as part of that same time period. SuperBidi wrote: Magic Missile is a very strong single target spell during the whole game, very. "slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged" That's some weasel wording there. This damage output includes all three magic missiles generated at 1st level. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. Spell Combat with Burning Hands would let you cast the spell, and then also attack with your weapon. Summon Cache (Su) Source Starfinder Armory pg. Pg# 457 :Line of Effect. Dosgamer. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. Telekinetic Projectile. Trigger A creature Casts a Spell that you have prepared. Upcasting spells is possible by first entering intended cast level. You take a –2 circumstance penalty to AC. (Important for the Dispel Magic) Use readied actions for the Eternal spell (magic missile) on other casters. You choose the target for each missile individually. Drone Main Details | Alternate Class Features | Archetypes | Class Builds | Connections Connections The following represent the most common mystic connections. Second thing that jumps to mind is you'll probably want to spend one spell. Technomancer Magic Missile Stock Art - Few spells have more name recognition than magic missile, and technomancers put their own spin on the spell. 5*0. Last time I crunched the numbers, you should always full attack if you can hit on a 14 or lower. But at their simplest, they allow the. They are most common in the Azlanti Star Empire, which also has unique. Hack Directory (Ex) Source Starfinder Core Rulebook pg. Collectively, these grant your PC an extra edge. The game organizes the chaos of combat into a cycle of rounds and turns. You will have to manually take care of other effects (more targets, more projectiles, duration, etc). Stephens was hospitalized for nearly a week with a pulmonary embolism in February 2023. ' I roared. For example, both systems have different versions of Magic Missile, but the spell does exists in both systems. That being said, magic missile is indeed powerful, but its a first level spell and it doesn't scale, sure it does 10. Held items (such as orbs and rods) must be held in a hand or similar appendage and activated manually like a weapon. e. Best horror. DR is different than hardness. You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. Secondarily, its upcasting benefit is multiplicative: you get more darts instead of more damage. Cast [two-actions] somatic, verbal. for attacks, but I find it very meh. 5) was a significant chunk of damage when Llolth only had 66 hp. Honestly I'd agree with you and choose one of the 2nd level magic hacks instead. Before the "this is not 3. Each 64-page volume comes with all of the aliens, NPCs, and lore you’ll need to run the game. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast. Now with magic missile and force damage in general what we have is someone using force in pinpoint resistance countering. I think that experience gave WotC the confidence to put the classic version of magic missile into play. Choose a humanoid that you can see within range. Choose an object that you can see and that isn’t being worn or carried by another creature. Magic Missile. 1. In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast. 6. The black raven : Feb 7, 2012, 11:25 am: StabbittyDoom. Truly build the character you want!Steampunk campaigns in DnD 5e can incorporate technology in new and fantastical ways—playing with historical settings to bring in the extraordinary. There's a metamagic feat in a 3rd party book that lets you boost the spell level of MM for increased damage, and stuff from 3. Glitch. Range: 18m INT: Protection from Evil and Good: Level 1: Abjuration: Action Level 1 Spell Slot: Protect an ally against the attacks and powers of aberrations, celestials, elementals,. The Roll20 Compendium entry for the Magic Missile spell uses the damage of 3d4+3 as its base. Shield allows you to cast it as a reaction when you are "targeted" by magic missile, although exactly how you know is not specified. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an. Well, buy a Wand of Magic Missile and add some Use Magic Device ranks (I wonder if that skill will be changed in 3. Powered armor uses the same type of batteries as other items, including charged weapons, and the battery for a suit of powered armor can be recharged as normal using a. From a flavor perspective, remember that blinded doesn't necessarily mean you don't know where the enemy is. 342 Classes Technomancer 2, Witchwarper 2 School evocation (acid) Casting Time 1 standard action Range medium (100 ft. Deities Angradd, Chohar, Dahak, Eiseth, Sarenrae, The Freeing Flame, The Prismatic Ray, Walkena. Duration 1 min. Remember. When a creature. A wall of glass is a complete impediment to magic missle, as is crystal clear waters or fog. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but. 2. Magic Missile Spell. In total, 11,300 Magic 2s were produced; they were exported, notably to. The Starfinder Facts Twitter has always been a labor of love, but I’ve personally grown more and more skeptical of my use of social media. However, the Wizard will roll to see if the missile hits an image or the real person. The exciting conclusion of the Drift. /level (D) Saving Throw: None. + 10 ft. Magic Missile wrote: It automatically hits and deals 1d4+1 force damage. If Empowered Evocation applies to each missile, Magic Missile becomes very powerful. Feb 3, 2018, 07:16 pm I've just started playing Starfinder, but I've found that magic missile is basically an indispensable spell. Witchwyrds are Medium monstrous humanoids. When you attempt a saving throw, you roll a d20 and add your base saving throw bonus. a magic missle spell is an instantaneous effect. Charm Person (Ba, Dr, So, Wa, Wi): A lot better than Friends, but you can only use it once per day, requiring a save. Duration 1 minute. 241. a melee attack roll at your highest bonus. First, that the magical shield can be used with the shield block general feat. Toppling Spell: If you like force spells like Magic Missile or X Hand, this can be a nice trick. Paradigm shifts, 2) eldritch secret for magic missile, 5) Inhibit or optimize depending on if you want to rely on saves or not. The two ways are essentially "be a sorcerer" and "be an arcanist with the 'blood arcanist' archetype". My favored class option as a Kobold Sorcerer simply says "Add +1/2 point of the chosen energy damage to spells that deal the chosen. for attacks, but I find it very meh. 99 + Treasure Vault PF2 $19. Of course, they aren’t great with guns… But, their magic can more than make up for how gently they hit with pistols. Antimatter Mega-Missile Launcher, Chain Cannon, Coilgun, Flak Thrower, Graser, Gravity Cannon, Gravity Gun, Gyrolaser, Heavy Antimatter Missile Launcher, Heavy EMP Cannon, Heavy Laser Array, Heavy Laser Cannon, Heavy Laser Net, Heavy Nuclear Missile Launcher, Heavy Plasma Torpedo Launcher, Heavy Torpedo Launcher,. They have innate healing with just a touch, as well as level 6 Spell Slots. In most cases you'd see the missiles speeding towards you! sburkar. Water does not provide cover vs. This caps out at 6d3 so it will just be under Magic Missile's max damage. If you count the fact that the longarms can also miss, that damage is reduced even further. 99. 2nd) Invisibility, mirror image and remove condition. You can cast this spell as a full action. 3. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g. JB2A – Jules and Ben's Automated Assets. Range personal. Source Starfinder Core Rulebook pg. Displacement say: The creature benefits from a 50% miss chance as if it had total concealment. Toggle Theme. Level 0. 301, Bestiary 2 pg. Up. 40. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect. Magic items are often divided into held, worn, and consumable items. STATISTICS. " Q: Does Magic Missile automatically hit? A: MAGIC MISSILE DOES NOT AUTOMATICALLY HIT! It automatically damages as an effect. I’d like to propose what I’ve found to easily be the #1 best item, topping even those listed. Will-o'-wisps wrote: Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze. Magic Missile - Wizard Attack 1, at will, Ranged 20. 5*0. e. This allows for you to "shake off" the missile, and could allow for multiple missiles flying around at the same time. As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. C. Effect: you create three magical arrows, each one dealing 1d4 1 Force damage. Combat normally takes place on a battle map with a grid of 1-inch squares, each representing a 5-foot-by-5-foot area, with miniature figures representing characters and monsters. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. Weapons. And that's a very good reason, BTW. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures. 295, Bestiary 5 pg. You can target a single creature or several creatures, but each missile can strike only one creature.