Casting Time 1 standard action
Schools: Evocation [Water]
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 liquid energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of water 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, but if a single creature is struck with multiple missiles, you combine the damage rolled before determining resistances.





