History Main / ProjectileSpell

2nd Feb '18 7:23:58 AM BeerBaron
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* Any spell in the later ''[[Franchise/TheElderScrolls Elder Scrolls]]'' games that doesn't target the caster acts this way. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had some touch-ranged spells but even then it still counts as a variation since it wouldn't work if you weren't close enough or facing the wrong direction.

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* ''Franchise/TheElderScrolls'' series has these throughout. Any spell in the later ''[[Franchise/TheElderScrolls Elder Scrolls]]'' games that which doesn't target the caster ("On Self") acts in this way. The primary exception are the "On Touch" spells in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had some touch-ranged spells Morrowind]]'', but even then it still counts these count as a variation since it wouldn't they won't work if you weren't aren't close enough or and aren't facing the wrong right direction.
25th Dec '17 3:45:46 AM FRizer
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See also KiAttacks, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile.

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See also KiAttacks, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile.
PainfullySlowProjectile. Contrast InvisibleMeansUndodgeable and HitScan.
24th Dec '17 12:15:36 PM nombretomado
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* Xavier's spells in ''EternalChampions'' are projectiles that can be dodged.

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* Xavier's spells in ''EternalChampions'' ''VideoGame/EternalChampions'' are projectiles that can be dodged.
19th Aug '17 3:37:38 PM SinDustries
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This trope, is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.

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This trope, trope is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.
9th Jul '17 3:32:57 PM elle1072
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Added DiffLines:

* ''VideoGame/GuildWars'' and ''VideoGame/GuildWars2'' requires line of sight for projectile spells to cause damage. The latter allows you to dodge out of the way to avoid it.
13th Jun '17 5:16:55 PM NightShade96
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* SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.

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* SCPFoundation: Wiki/SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.
16th Mar '17 9:43:20 AM nombretomado
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* While it's not exclusively magic, the power system of ''MutantsAndMasterminds'' distinguishes between three ranges (four really, but the fourth is not germane to the topic). Touch is melee range, must be within adjacent squares, possibly further for a longer reach. Ranged has a maximum range and range increment penalties. Perception hits anything you can see. The first two require attack rolls. The last auto-hits. Most attacks are done as Ranged because it's cheaper, it fits in with comic book conventions where you can dodge just about anything, and mechanically it can have higher damage.

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* While it's not exclusively magic, the power system of ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' distinguishes between three ranges (four really, but the fourth is not germane to the topic). Touch is melee range, must be within adjacent squares, possibly further for a longer reach. Ranged has a maximum range and range increment penalties. Perception hits anything you can see. The first two require attack rolls. The last auto-hits. Most attacks are done as Ranged because it's cheaper, it fits in with comic book conventions where you can dodge just about anything, and mechanically it can have higher damage.
18th Jan '17 8:08:12 AM Galacton
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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly they find a target. In some stories, the WickedWitch can simply invoke a spell's name (or point her finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (There may be other rules involved -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But that's not what this trope is about.)

With this trope, magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or so on.

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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly they find a target. In some stories, the WickedWitch can may simply be able invoke a spell's name (or point her finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (There may be other rules involved -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But that's not what this trope is about.)

With this This trope, is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or and so on.



If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.

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If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.
creating a MagicMissileStorm.
4th Aug '16 2:15:00 PM kome360
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Added DiffLines:

* SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.
16th Feb '16 9:54:42 AM NoSpoilerz
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** Formerly named for for the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits.

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** Formerly named for for after the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits.
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