Casting Time 1 standard action
Schools: Evocation

EFFECT
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
Base MP Cost: 2, Red Mage: 1

DESCRIPTION
Originally a creation of the red mages, the verelement spells are an effective way to deal damage when traditional spells cannot be relied upon; the knowledge of how to cast them has since spread to other spellcasters.

A missile of pure energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of non-elemental damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.

Active Augment: For every 2 additional MP spent, you gain an extra missile – two at 4 MP, three at 6 MP, four at 8 MP, and the maximum of five missiles at 10 MP (These costs being 1 MP lower for a Red Mage). If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.