Super Ricochet Strike
Level: 8
Range: Varies
with the type of weapon.
Damage: +5
S.D.C./M.D., based on the type of damage done, due to the
additional velocity.
Duration: One
melee round per level.
Saving Throw:
None.
P.P.E.: 40.
This spell is a more powerful
version of Ricochet Strike (Federation of Magic™,
page 134; if you don't have it, get this book.) However, the
following changes occur:
- Bullets can be enchanted,
but they have two less targets they can strike. Energy
rounds and railguns have half the ricochets. Bursts are
limited to 10 shots.
- All physical weapons
ricocheted do an additional +5 damage, M.D. or S.D.C.,
depending on the weapon. Also, all ricocheted objects are
-1 to parry or dodge (unless they already have a penalty,
like energy weapons or bullets).
- The number of
"bounces" is changed to five + 1 per level.
Yes, a level 15th magician would have 20 ricochets!
However, after the 10th ricochet, even this magic cannot
prevent some loss of accuracy; -1 for 10-14, -2 for 15
on.
- If the attack misses or is
dodged, the magic does NOT end, but the miss counts as
two strikes.
Hand grenades still cannot explode multiple times, but if one
had multiple hand grenades in a satchel, the strike could be to
drop one of the grenades.