Jeff wanted to create a damage group that was more element agnostic and the result was these spells. This thread is for the peer review of the spells. Thanks.
Arcane Missiles
Missile
Throws a collection of magical missiles from one hand. This has 1/2D 25, Max 50, Acc 3. When the missiles strike something, they vanish in small burst of energy. Special Rules for Rapid Fire (B 408) may apply when throwing multiple missiles at a time.
Cost: Any amount up to your Magery level per second, for three seconds. Each energy point creates a missile doing 1d(2) piercing damage.
Time to cast: 1 to 3 seconds (the missiles rotate about the caster’s hands as the spell builds).
Prerequisites: Magery 1, Seek Magic, and at least six other Meta spells.
Arcane Sphere
Missile
Throws a ball of magical energy from one hand. This has 1/2D 25, Max 50, Acc 3. When it strikes something, it erupts in a large burst of energy and inflicts double knockback.
Cost: Any amount up to your Magery level per second, for three seconds. The ball does 1d crushing damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Arcane Missiles.
Arcane Burst
Melee
Creates an area of effect burst of energy centered on the caster. Anyone within 1 yard of the caster takes full damage. Those further away divide damage by three times their distance in yards (round down).
Cost: Any amount up to your Magery. The burst does 2d knockback per energy point.
Time to cast: 1 second.
Prerequisites: Arcane Bolt.