Force Missile Mage

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Requirements

Skills: Concentration 9 ranks, Spellcraft 9 ranks

Feats: Combat Casting

Spells: Ability to cast Magic Missile once per day.

Summary



The spell magic missile is one of the most iconic elements of Dungeons & Dragons, a favored staple of many arcane Spellcasters and an example of raw magical force. Thus, it is no wonder that a cabal of arcane Spellcasters focuses their studies on this spell, determined to perfect its casting technique above all others. As these Spellcasters obsessively explore magic missile's secrets and press its boundaries, every rune and magical symbol of the spell becomes inexorably etched upon their minds. The outcome of such focused study results in the ability to warp the magical energies involved in casting magic missile, which leads to the creation of new abilities that augment the spell's effects. Eventually the most devoted researchers come to a new understanding of how magic works, revealing unplumbed depths of power out of the reach of ordinary Spellcasters. These inspired Spellcasters are known as force missile mages.

Other Spellcasters don't understand the force missile mages' dedication to only one spell and frown upon what they see as misguided research. In their reasoning, force missile mages are a discredit to all Spellcasters as they limit their understanding of magic to delve into the secrets of what many see as ultimately an insignificant spell. Due to this disdain, force missile mages avoid their more widely studied peers, either pursuing their studies subtly or in seclusion. This has led many to take up the life of a wanderer, traveling from one school or library to the next, learning more about their spell of choice and exploring the world.

Wizards stand to gain the most from becoming a force missile mage, but some sorcerers and multiclassed clerics also benefit from the class's unique focus. Clerics with access to the Force domain (see Complete Divine) often take levels in force missile mage and view their research into one of their faith's most fundamental spells as a religious undertaking.

While many who embark upon the path of the force missile mage claim to do so in order to gain a deeper understanding of magic in general, the majority take on the arduous task in order to become better killers. These arcane snipers hone their skill with magic missiles not out of curiosity, but for less scholarly reasons: wealth, revenge, or the power to kill with impunity.

Role: Spell DPS

Characteristics: Magic Missile specialists who practice improving their missiles.

Source: Dragon Compendium

Game Rule Information

The Force Missile Mage has the following game statistics.

Abilities: Whichever one is your casting stat, Constitution to keep your d4 hit die still alive and shooting missiles, Dexterity for your AC.

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Force Missile Mage's class skills are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Force Missile Mage.

Weapon and Armor Proficiency: A Force Missile Mage is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.

Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

Still MissileEx: All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy MissileEx: A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Swift ShieldSp: A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

Overpowering Missile: At 3rd level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.

Reflective ShieldSp: At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force misslie mage to roll on the Spell Turning mishap chart.

Table 1-1: Force Missile Mage Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells Per Day
1st +0 +0 +0 +2 Bonus missile, still missile
2nd +1 +0 +0 +3 Energy missile, swift shield +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Overpowering missile +1 level of existing spellcasting class
4th +2 +1 +1 +4 Reflective shield +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bonus missile +1 level of existing spellcasting class