3.5 Are there any Force-effect spells that require an attack roll? [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

09-19-04, 10:39 PM
I'm looking for a force-effect spell that requires an attack roll, either a ray or touch attack.

Anyone know one?
Bloodtide_the_Red

09-19-04, 11:41 PM
Well, core-wise there is Mordenkainen's Sword and Spiritual Weapon, as well as the Bigby's Hands Spells.

Other books have more. Complete Divine gives us Blast of Force, All the FR books have lots of spells that create items or weapons of force that fly around and attack and the Book of Exalted Deeds has Stars of Arvandor.


BT
smrtgmp

09-20-04, 04:04 AM
I have a series of 3 spells I could repost if you are interested. I put them on the boards quite some time ago and they recieved a lot of feed back at the time, so I feel they are well balanced.
Harmor

09-20-04, 04:07 AM
I would like to see them if its not too much trouble.
smrtgmp

09-20-04, 04:24 AM
No trouble at all. I thought there were 3, but I guess there are only two. For some reason I thought there was a 1st level lesser version, but I guess not. Regardless, here they are:

Concussive Assault
Evocation [Force]
Level: Sor/Wiz 3
Components: V S
Range: Medium (100ft +10ft/CL)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of disruptive force extends from the casters hands toward one creature or object, requiring a ranged touch attack to hit. A successful attack causes 1d4 points of force damage/ CL (max 10d4 at 10th level). This is especially damaging to inanimate objects. When targeting a non-magical object, the spell ignores 1 point of hardness / CL (max 10 at 10th level). When targeting a magical object, this hardness reduction is halved (round down).

Concussive Assault, Greater
Evocation [Force]
Level: Sor/Wiz 7
Range: Long (400ft + 40ft/CL)

As concussive assault, except as noted. The ray does 1d4 points of damage/ CL (max 20d4 at 20th level). The hardness reduction is 1 point / CL (max 20 at 20th level).

If there was a lesser version, it would probably have short range, cap at 5d4 at 5th level, and ignore a max of 5 points of hardness. If that seems excessively weak compared to Magic Missile, just remember that the damage scales more quickly and it can target objects, which MM is incapable of. Plus there's the nifty ignoring of hardness thing.

Hope those help. :)
neroaster

09-20-04, 04:25 AM
I'm looking for a force-effect spell that requires an attack roll, either a ray or touch attack.

Anyone know one?

Val’s Force Missiles
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a powerful missile of magical force, one for every second level (for a maximum of 10 at level 20), dealing 1d6+( ¼ lvl) points of damage. You need to succeed in a range touch attack in order to hit your opponent(s).
No two opponents can be more than 20 feet from another
DemonMonkeyBoy

09-20-04, 04:42 AM
:b:Here are a few I collected from the boards.

Forceful Hand
Level: Sor/Wiz 1 (maybe 2)
Components: V, S
Range: Short (25ft+5ft / 2 lvl)
Casting time: 1 standard action
Effect: Creates a tiny hand
Duration: 1 round / caster lvl
Saving throw: none
Spell Resist: yes
With this spell you create a tiny hand made of force. This hand functions similar to Mage Hand with a couple of exceptions. The weight limitation is increased to 25lbs.
The hand can also make one attack per round. Using just the casters BAB as a modifier to a melee slam attack. On a successful hit the hand does 1d4+1 point of damage. The hand continuous to attack one opponent until the caster uses a move action to redirect it. The hand does not provide a flanking bonus to any one. The hand can move anywhere within the spell range. If the hand moves outside of the spell range, the spell ends.
Spell Resistance is checked when first striking a creature, if made it's dispelled, otherwise has normal effects for spell duration.

Rushing Fist
Level: Sor/Wiz 2
Components: V, S
Range: Long (400ft + 40ft / caster lvl)
Casting time: 1 standard action
Effect: One tiny hand / 3 caster lvls max of 5
Duration: Instantaneous
Saving throw: none
This spell creates multiple tiny hands made of force, one per three caster lvls, max of 5. The hands will automatically hit your opponents as long as no two are more than 30ft apart. After striking for 1d4+1 points of damage the hands will attempt to Bull Rush the opponent in any direction you can see. The first hand counts as a Medium creature with a Str of 10, but each additional hand striking the same opponent gives a +4 circumstance bonus.


XaxZandadores Spinning Disc of Force
Level: Sor1/Wiz1
Range: Medium (75ft+2ft/every level)
Components: V, S, M
Target: One Only
Duration: Instantaneous
Saving Throw: Reflex Neg.
Spell Resistance: Yes
A Disc of Force that’s 3 inch in Diameter appears in between the caster palms as he places his hands close together horizontally. The Disc materializes between the palms, creating force energy shaped in a round sharp object. The Disc will then shoot, spinning, heading out into a straight path only, until it hits a target, only to dematerialize afterwards. The Disc will cut through the victim, dealing 1d8 damage for every two levels of the caster, for a max of 5d8. The Disc can be dodged by a successful reflex save to negate the effect. If the disc is dodged it will continue in a straight path until the range is maxed out, or a target is hit, whichever comes first.
Material Components: Any value coin.

Mordenkainen's Force Missiles
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage.
If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage.
carnivore

09-20-04, 07:54 AM
doesnt Shelgarns persistant blade from MoF have an attack roll
Gnarl

09-20-04, 09:48 AM
Thunderlance from the Forgotten Realms setting also has the force descriptor and requires a touch attack (it actually creates a lance you can use).
carnivore

09-20-04, 10:02 AM
decastave from MoF also