Magic Missile - 3 missiles full round vs 1 rd


Rules Questions


Hello,

Searched and didn't find any discussion of this. Two different GMs in organized play have run this two different ways.

Relevant text: You can cast this spell as a full action. If you do, you fire three missiles instead of two.

A full action simply means it takes both standard and move actions, ie, you do nothing but cast the spell on your turn, it goes off, turn done.

However, there is no defined casting time as a full action. Spells are cast as a single action, or a 1 rd casting time.
Relevant text: 1 round: Casting a spell with a casting time of 1 round is a full action. The spell comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
So, if the spell's casting time is not a single action, then it must be a 1 rd casting time, which means you spend the round casting it, it goes off just before your next initiative, can be interrupted, etc.

If it was supposed to be a 1 rd casting time, why not say that, should be errata'd to be a 1 rd casting time?
Or is it supposed to be its on special case, where you sacrifice moving (or anything else) to get a bit of extra damage?

Which is it?

A full action, equivalent to a full attack, or a 1 rd casting time?

Seeking clarity.

Silver Crusade

I have ruled and only seen it ruled (so far) that is that "full action" is a full action, not one-round casting. I think this could be classified as a case where specific trumps general.

As a side note, full actions take your standard, move, AND swift actions for that round.


It's a full action, that's what it says. It does not say 1 round. It is about as clear as a rule gets.
A GM who rules that it is a 1 round casting is reading more into the rules than is written there, and is, quite frankly, wrong.

If, in time, they errata it to 1 round so be it, but currently it is a full action.


It is a full action, as defined on page 244 of the CRB. A 1 round casting time is something else.


Other classes have full actions as well that happen on their turn on initiative:

Soldier - Full attack action to get two shots off with a weapon

Operative - Trick attack is a full round where they can trick and get in an attack

None of these take a full ROUND, just a full ACTION.

Think of the magic missile as the version of getting the extra attack anyone else can get with a weapon.

As someone mentioned earlier, everyone loses their standard, move AND swift action when doing a full action

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