magic missile starfinder. Also note that supposedly the damage bonus for the spell is applied to a single missile, and not to each target of the spell. magic missile starfinder

 
Also note that supposedly the damage bonus for the spell is applied to a single missile, and not to each target of the spellmagic missile starfinder Called Shot: An attack aimed at a body part that deals fewer than 50 points of damage results in a normal called shot

(based on 6 ratings) Add Print Edition $39. You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) We play it as regardless of cover if you could shoot it you can magic. He's first and foremost a fighter (clearly) with Arcane Initiate as his half-elven benefit, granting him the arcana skill and magic missile once per encounter. I know that has already been said but i'm just restating. 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. While still having the typical assortment of high-fantasy races, Starfinder switches things up, replacing the backdrop of a Tolkien-esque world for something more along the lines of a typical space opera with a new, unique collection of classes and alien. 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. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell. Missile Missiles are heavy, snub-nosed munitions with devastating explosive power. A Starfinder Society Scenario designed for levels 1-8. 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. It's a wizard classic - it is the spell. #12. Starfinder Galactic Magic Paizo Inc. Secondarily, its upcasting benefit is multiplicative: you get more darts instead of more damage. An effect’s range is the maximum distance from you that the effect can occur, as well as the maximum distance at which you can designate the effect’s point of origin. Sep 4, 2002. Standard action magic missile only averages a guaranteed 7 points of damage. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject. Each magic missile is a separate attack so you don't get 6d4 you get 6. thanks. Fireball requires people within its area to make reflex saves (no roll required for the caster). +spell <spell name>: Produces a description for the given spell. Every spell has a level from 0 to 9. Weapons primarily deal damage, and some have additional special properties. When you attempt a saving throw, you roll a d20 and add your base saving throw bonus. 7 = 3. Heck, even just using spells like magic missile, since it is an auto hit, would bypass this drawback entirely. ) Without an attack roll, there is no D20 to determine what you hit - you simply hit the target. a melee attack roll at your highest bonus. Metamagic is your friend. Magic Missile At-Will Arcane, Force, ImplementAntimatter 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,. Spell Resistance: See text. Missiles which are aimed at the same target converge and impact simultaneously, regardless of the path variant they take. When a creature. 241. Switch the second to extra traits, for magical lineage and wayang spell hunter both on magic missile. So on an adventure you might cast 1 ShieldYoonki's Ultimate Guide to Technomancers. Aug 4, 2004. Not so anymore. Starfinder Character Operations Manual. Actions. Except for magic missile (which can be negated by shield) it always requires a save or an attack as far as I know, and you can target these with buffs and debuffs. 99 $29. Starting magic items, rings of protection will be in the errata. =) Edit: Also, I think if you cast Shield that should protect the Images as well. "Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. This diminishes the overall power of spells (i. Starfinder is not the first ever science-fiction game, so this idea that the sources of wealth have to be. + 10 ft. for attacks, but I find it very meh. " Q: Does Magic Missile automatically hit? A: MAGIC MISSILE DOES NOT AUTOMATICALLY HIT! It automatically damages as an effect. Starfinder RPG: Starfinder Core Rulebook Pocket Edition Paizo Inc. Two hits from AS as a standard action is just a shade behind MM as a full action. Specifically sets it up so that by default, cantrip damage spells (Acid Splash, Jolt, Ray of Frost, Divine Zap) get an additional 1d3 damage dice for every two caster levels a character has. You can choose up to 3 targets that the Wizard will hit at the same time. The darts all strike simultaneously and you can direct them to hit one creature or several. While holding it, you can use an action to expend 1 or more charges to cast Guiding Bolt from it using. Source Starfinder #32: The Starstone Blockade pg. You send a dart of force streaking toward a creature that you can see. You can target a single creature or several creatures, but each missile can strike only one creature. The number of missiles you get when you cast magic missile is half your level rounded up (max 5), but it is phrase as getting one 1 missile at first level and an additional missile every two levels after first. Held items (such as orbs and rods) must be held in a hand or similar appendage and activated manually like a weapon. Total cover is defined as. Hit 'em with glitterdust, doesn't allow spell resistance and reveals invisible foes to the whole party. You can’t target. /level) Targets up to three creatures, no two of which can be more than 15 ft. Most. Add PDF $19. Neither does Starfinder Magic Missile. Spells - 1st) Magic missile, summon creature, and two flavor spells. A Quickened magic missile isn't "too fast" for a shield spell; a Fell Drain magic missile isn't "too negative" for a shield spell. 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. Most player characters and many monsters occupy a single 5-foot square, though some bigger creatures occupy multiple squares. 3 Detect Magic: Don't leave home without it. Upcasting spells is possible by first entering intended cast level. An augmented mythic magic missile has a range of line of sight, creates double the number of missiles (max of 10), does 2d4+1 damage per missile, bypasses shield and other effects that stop magic missiles, and ignores spell resistance and spell immunity. Either it's changed, or it's not. It's not quite as important since Larian tends to dish out a ton of spells from items (Speak With Dead, Guidance, Dancing Lights, Lesser Restoration, Color Spray, and Create Water are all available by the time you get to the Grove, just to name a few, and later you'll get. The most broken item in BG3. Description. 15 damage). And I got bloody satisfaction. 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,. A grenadier bracket allows you to attach a modified grenade launcher or missile launcher of 3 bulk or less to the bottom rail of a railed weapon. Up. A missile’s damage when fired from a missile launcher (such as an IMDS missile launcher) is listed in its entry in Table 7–9: Ammunition on page 179. 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. The mirror image spell has no effect on magic missile, which doesn't. Source Starfinder Core Rulebook pg. These modifications can be made in 1 hour with a DC 15. Sorta makes a huge difference. I think that experience gave WotC the confidence to put the classic version of magic missile into play. Starfinder Core Rulebook p. First Lesson: You gain DR/evil with a value equal to 1-1/2 × Third Lesson: At the end of each turn, you regain Stamina the spell’s level (rounded down). Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Technomancer Magic Missile Stock Art - Few spells have more name recognition than magic missile, and technomancers put their own spin on the spell. View all types of animals and gear. a magic missle spell is an instantaneous effect. 189. #10. Gifted Adept and Wayang Spellhunter for Magic Missile. These doubles make it difficult for enemies to precisely locate and attack you. 5 on a hit and you have three chances to crit, as well. Magic Missile Spell. magic missile because it is neither a Fire effect nor does it require an attack roll, as I noted above. Notes:. Starfinder 2017-2021 Bundle $142. As an example, here is a possible spell list for a 6th level sorcerer. Range: 18 meters. The spells were absorbed by the Rod and became usuable instantly as higher level spell slots. Description. Weapons. You channel positive energy to heal the living or damage the undead. customer. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. Missile. Source Starfinder Core Rulebook pg. An adventurer’s weapon can be all that stands between them and death. a Starfinder game, the Game Master (or GM) is in charge of. Essentially, everything that calls out a number of creatures doesn't hit a swarm, because it's hundreds/thousands of creatures, so shooting 3 won't help. Haste is nerfed but still useful for letting the soldier move and full attack. + 10 ft. Like Scorching Ray, you can target each dart individually. The two ways are essentially "be a sorcerer" and "be an arcanist with the 'blood arcanist' archetype". Saving Throw basic Reflex. A wand of magic missile with 19 charges remaining, for instance, has 62% (5-19+31; 31 X 2 = 62) of its maximum charges. Shield allows you to cast it as a reaction when you are "targeted" by magic missile, although exactly how you know is not specified. WarpedAcorn. For the artillerist, I’ll choose Enhanced Arcane Focus and Repeating Shot . Starfinder has more than one combat type, that have different skills than eachother. Switch the second to extra traits, for magical lineage and wayang spell hunter both on magic missile. Name. For an auto-hit power, that doesn't matter - the Magic Missile hits. There has been a lot of information floating around about Paizo's upcoming Pathfinder Remastered project on the new product pages on Paizo's website, and posts on Paizo's blog. 5 argument comes up": The wording of the 3. I wasn't able to find anyone debating the equivalent question on those forums, though, so I suppose I have to ask: Source Starfinder Core Rulebook pg. The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). Heightened (+1) The damage increases by 2d6. g. Some weapons also cause specific critical hit effects, which are listed in the weapon tables and described beginning on page 182. Toppling spell, Elemental Spell (cold) + Rime Spell, Echoing spell, Quickened spell. PZOCUP022E. The negative level is contingent on damage; thus, it is negated. Extra time is also required in this case. Actually, I think Dilvish (*ahem* the "Half-Elven") is probably a textbook 4e multiclassed character. 303. An effect’s range indicates how far from you it can reach. Having said that I'd have to partially agree with Merak. Starfinder Starfinder Society. Magic missile is probably better than most other 1st level spells, but in the grand scheme of things, even a good 1st level spell will be overshadowed by a 4th level spell. Races. The main. Spells - 1st) Magic missile, summon creature, and two flavor spells. These modifications can be made in 1 hour with a DC 15. 168. This allows for you to "shake off" the missile, and could allow for multiple missiles flying around at the same time. The weapons appear in tables on pages 18–19, grouped first by weapon class (light, heavy, capital. (based on 2 ratings) Our Price: $19. (emphases mine). This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. A missile’s damage when fired from a missile launcher (such as an IMDS missile launcher) is listed in its entry in Table 7–9: Ammunition on page 179. The brooch automatically absorbs magic missile spells targeting you. Magic Missile. From the smallest transport shuttles to the largest, battleready dreadnoughts, starships are an important part of the Starfinder Roleplaying Game. Commands @SFSpellBot: Provides identical info as +help. 10. Small glowing white darts of energy, which rapidly arc and corkscrew their way to their targets. You also might know spells from a different source, in. Conjuration-3: Magic Missile, Levitate, Illusory Script, Tasha's Hideous Laughter, Misty Step, Find Familiar, Sleep, Ice Knife,. Now with magic missile and force damage in general what we have is someone using force in pinpoint resistance countering. Magic Missile Expedicious Retreat. Toppling Spell: If you like force spells like Magic Missile or X Hand, this can be a nice trick. Each missile does 2 to 5 hit points (d4 + 1) of damage. So basically that hit the enemy at range will do one of 3 things. Scorching Ray is a ranged touch attack, where the caster makes a ranged attack (or attacks) against a target's touch AC. Sense Magic (Su) Source Galactic. Missiles are heavy, snub-nosed munitions with devastating explosive power. 5 damage in total. That's one of the reasons I suggested Magic Missile as an alternative. 121. Disintegrate's damage is 35+40 for 75 (50-100) Force, where a 6th-level Magic Missile with Empowered Evocation is 8* (1d4+1+Int Mod) where if it's a +5 Int Mod it's 68 (56-80) Force damage. This caps out at 6d3 so it will just be under Magic Missile's max damage. Also note that supposedly the damage bonus for the spell is applied to a single missile, and not to each target of the spell. 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. When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. Stephens was hospitalized for nearly a week with a pulmonary embolism in February 2023. +1 for the whole spell is too weak. Heck, even just using spells like magic missile, since it is an auto hit, would bypass this drawback entirely. Cherry blossom spell wrote: When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). " So would smite evil apply to damage rolls including those from spells such as magic missile or no? This thread is. Magic Missile - Wizard Attack 1, at will, Ranged 20. C. Part of me wants to turn it into a Starfinder Infinite project to make it a bit more “official” feeling, but the other part of me wants to transition it. A missile’s damage when fired from a missile launcher (such as an IMDS missile launcher) is listed in its entry in Table 7–9: Ammunition. They did, by far, the most damage. Yes. Source Starfinder Core Rulebook pg. Second thing that jumps to mind is you'll probably want to spend one spell. The Video is Sponsored by Only Crits: check them out and if you like what you see, use the coupon code PACKTACTIC. 99. 7. 2nd) Invisibility, mirror image and remove condition. Components: V S M (A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) You implant a message within an object in range, a message that is uttered when a trigger condition is met. Does Magic missile always hit in in starfinder? If the target is behind cover is there a miss chance? You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) We play it as regardless of cover if you could shoot it you can magic missile it. 52 You have trained in methods to resist telepathic intrusion. Example 2. Magic missile produces a number of magic bolts (or whatever you want to call them) that each do 1d4+1 damage. #1. 5 points per missile is still not that much in absolute terms. Pg# 457 :Line of Effect. Truly build. Duration 1 min. You're not going to be doing much damage. When clicked, this macro will prompt the user to enter a number, which represents the skill modifier to be added to a d20 roll. Starfinder Starfinder Society. The staff has 6 charges. Treat the saving throw as if the. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect. For example, if the player is making a SWIM check with a swimming skill of 4, they'd type 4, enter, swimming, enter. 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. It looks like he had spell focus evocation twice (1st and 5th). Magic Missile. None of these effects extend. For example, a 9th level magic missile deals (1d4+1) times 11 damage, an average of 3. 5 damage auto-hit, while scorching ray is a 42 damage ranged touch. For other items with charges or limits on their use, subtract the number used from the maximum number, then divide by the maximum number, so chime of opening can be used 10 times when fully powered, so a chime with. Add Non-Mint $39. Description. However, two kinds of damage that you deal are not affected: ongoing damage and damage that isn’t generated by an attack roll. While not all races are appropriate for player characters, many. This damage output includes all three magic missiles generated at 1st level. Any attack that would hit you has a random chance of hitting one of your images instead of you. But if they destroy a tier 1/2 ship with a missile and roll a nat 20 on a roll to check salvage doesnt necessarily mean there's going to be anything left of that slagged heap of metal. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack. Spell 1. Add to Cart. First Post. If within it's speed it hits the target, if not i place a missile token down to mark its current position and next gunnery phase target the enemies TL again. If Empowered Evocation applies to each missile, Magic Missile becomes very powerful. I can only agree with allowing intensified to work on magic missile. Sorcerer is my go to, but, I admit having the utility of a wizard is important. KingGramJohnson. If the spell does not normally allow a save, the target can attempt a Fortitude save to. Specific parts of a creature can't be singled out. 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. For each level of experience of the magic-user, the range of his or her magic missile extends 1” beyond the 6” base range. no damage as 4 points do not exceed DR. 5E) Level Up: Advanced 5th Edition D&D Older Editions *TTRPGs General *Pathfinder & Starfinder EN Publishing *Geek Talk & Media. The witchwyrd can throw an additional force bolt from each hand that has. Spell Combat with Burning Hands would let you cast the spell, and then also attack with your weapon. Magic Missile was always a good answer to Mirror Image. Oh, and Willow Wisps, except for their vulnerability to Magic Missile. Bards don't gain a caster level until they gain 1st-level spells. Just as in Starfinder Society, adventuring earns your PC Reputation (which unlocks potential rewards) and Fame (which lets you purchase those rewards). 3rd level spells like arcing surge and the fireball one deal insane damage. [Witch, Wizard] You expend a prepared spell to. The black raven : Feb 7, 2012, 11:25 am: StabbittyDoom. Eliminate Read Magic and handle spellbooks, wizard spell acquisition, and so on as you described already above. First Post. Haste is nerfed but still useful for letting the soldier move and full attack. 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. This article provides some interesting variants of the spell, a couple of new magic items, and a table for reskinning magic. 1e Magic Missile specifically says it ignores everything short of Total Cover and Total Concealment. Magic missile deals force damage. WarpedAcorn. Special Weapons Special weapons resist classification into any other category. Here's a te Few spells have more name recognition than magic missile, and technomancers put. Darkvision. Displacement say: The creature benefits from a 50% miss chance as if it had total concealment. So I can make my Magic Missiles do cold damage by using them as a level 2 spell. The missile strikes unerringly, even if the. 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. Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures. You must designate targets before you attempt to overcome. Magic missile is valid for Seeking Spell, as it can target one or more creatures at range, so that's not an issue. Any creatures within this area must roll a Will save (DC 21) or be stunned for 1d4 rounds. Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Target: 1 or 2 creatures Effect: 2 + Int modifier force damage Special: You can use. Spell Combat with Shocking Grasp (delivering with your hand) would let you cast the spell, deliver the spell with a touch (free action in the round you cast as per the Touch Spell rules), then attack with your weapon. Spellcaster/spell gem casters do want a weapon, but even in early levels, that weapon is just there for mop up rounds. So I suppose this might go either way, but I'm inclined toward the latter; it's more permissive. Why a different mix? There shouldn't be. 257): You create three glowing darts of magical force. You can't target an item or a creature while under the effect of Time stop, so you can't cast Magic Missile. "slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged" That's some weasel wording there. The examples you give work out as 4. for attacks, but I find it very meh. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all. Glitch. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g. Equipment. Spell 1. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an. Burning Hands (So, Wi): If damage is your deal, go for Magic Missile, or even Chromatic Orb. Charm Person (Ba, Dr, So, Wa, Wi): A lot better than Friends, but you can only use it once per day, requiring a save. or. ; Critical — Capacity 1 missile; Usage 1 Bulk 2; Special — Description IMDS (an acronym for “individual missile delivery system”) missile launchers are the most common missile launchers currently on the market. A hand that transfers its energy to a battery no longer glows and is available to catch additional magic missiles. Magic missile hits the caster. Hack Directory (Ex) Source Starfinder Core Rulebook pg. The same goes for stuff like scorching ray, it is more rays not dice of damage. Buy some low level armor, some spell gems of magic missile, and. Certain actions require a minimum character level or number of ranks in a certain skill. 2nd level Scorching Ray. This conflicts with Crawford’s more recent rulings, where he has. Intensified spell basically adds 5 to the caster ceiling for a spell. You will have to manually take care of other effects (more targets, more projectiles, duration, etc). Points equal to twice the spell’s level. You must designate targets before you attempt to overcome spell resistance or roll damage. A missile’s damage when fired from a missile launcher (such as an IMDS missile. You can take one action (usually defined by your role) per round of starship combat. Mar 11, 2003. 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. Level Required 2. to 5:00 p. Bards don't gain a caster level until they gain 1st-level spells. If you count the fact that the longarms can also miss, that damage is reduced even further. Before the "this is not 3. The following table presents the mystic spell list. At Higher Levels: When you cast this spell using a spell slot of 2nd. An invisible barrier surrounds you and moves with you. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. 412294. You gain an additional use of this exploit at 6th level, and again at 10th level. If you cast MM using a 1st level slot you get three missiles and use a 1st level slot; if you use a 2nd level slot then you have 4 missiles and you use the 2nd level slot. The precision damage increases to 2 if the weapon is a +3 weapon. Water does not provide cover vs. 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. As for spells, all/most of the Starfinder spells are just Pathfinder 1e spells. 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. However, the Wizard will roll to see if the missile hits an image or the real person. " To me, since Kirin Strike is based on knowing (and therefore targeting) your enemies' weak spots, it doesn't help Magic Missile, which can't target specific. The forbidden act of bringing some D&D 5e to a Pathfinder game. This damage is only applied once per spell. All News Dungeons & Dragons Level Up: Advanced 5th Edition Pathfinder Starfinder Warhammer 2d20 System Year Zero Engine Industry News Reviews Dragon Reflections. Common themes in this genre include nature vs industry, lost civilizations with advanced technology, technology vs magic and innovations that allow the discovery of new environments (airships. Click here for the full rules on Starship Weapons. 2. Cast [two-actions] somatic, verbal. It will automatically hit any visible target. Note that last, if maximized by a Rod, is 480 pts of MM dmg to the forehead of some undead, while a 'normal' creature only takes 360, with a 180 dmg swift action kicker (270 if undead). If the spell does not normally allow a save, the target can attempt a Fortitude save to. . Media New media New comments Search media. 5 damage, while magic missile deals a maximum of 3d4+4 damage, an average of. This took much longer to make than I originally anticipated. The first spell is Enhanced Magic Missile. It also helped that magic missile was easily the most complained about wizard power IME (with scorching burst being second), with little to go for it other than it being a ranged basic attack (wizard's fury helped it somewhat) with zero. We only provide the animated files, we do not provide any sort of automation when it. + 10 ft. Choose a willing creature that you can see within range. In general though if a spell would have allowed a reflex save and is spellwarped it no longer allows that save. This diminishes the overall power of spells (i.