Base Class: Wizard
Most wizards view magic missile as a training spell for novice users of evocation magic, largely forgetting that it is even in their spell book once they learn fireball. But a few magic users have devoted their lifetime of arcane study to unlocking its true power. These mages have discovered that the magic missile is actually a primal emanation of the weave of magic interacting with individual will, and they have learned how enhance the power of this interaction and shape its force to create a variety of unique effects.
MORE MISSILES!
"I love the smell of magic missiles in the morning" -- Skorax the Singed
Starting at 2nd level, when you cast Magic Missile at 1st level, you create one additional missile. When cast at higher levels, Magic Missile creates two additional missiles per level instead of one.
The additional number of missiles for your 1st level casting increases to two at 10th level and three at 14th level.
In exchange for your greater fluency with this spell, you can no longer add spells to your spell book by transcription. If you have already added any in this way, those spells vanish from your spell book. You are limited only to the spells you learn automatically when gaining levels in your Wizard class. Further, you must always have magic missile prepared and it does count against your limit of prepared spells. If any item or ability would allow you to cast any spells of 1st level or higher that are not in your Wizard's spell book, currently or at any time in the future, they no longer do.
Missile Adept
"First you get the missiles, then you get the power, then you get the women!" -- Homerius of Duff
At 6th level, you gain the ability to cast Magic Missile at its lowest level at will.
You also gain the ability to divide the total damage of all your missiles any way you choose between up to a maximum of twice as many creatures as missiles created, so long as all creatures follow the normal targeting requirements of the spell.
Super Magic Missiles
"I happen to know everything there is to know about magic missiles. I love magic missiles! I love magic missiles on pancakes, I love them on pizza! I love to take magic missiles and put a little bit in my hair when I've had a rough week. What do you think holds it up slick? -- Jeremiah the Grey
Lower Level Transformations
Beginning at 10th level, your mastery of magic missiles allows you to use them as raw material to power new effects. When you cast Magic Missile at a level higher than 1st, you may choose to target one creature with four of the missiles created; these missiles merge into a single stream of magical force and then phase shift to produce one of following spells: blindness/deafness, earthbind, ray of enfeeblement, bestow curse, enemies abound, or slow.
The targeted creature must be within the range of the spell chosen, even if this is greater than the range of the magic missile spell. Additionally, you can only transform missiles into spells which are already in your spell book. The spells function as they would if cast at their lowest level with the following exceptions: the spell save DC for all spells is 4d4+4, the maximum duration of all spells is shortened to 1d4+1 rounds, and in the case the spells blindness/deafness and ray of enfeeblement should the targeted creature fail their initial saving throw, they receive no additional saving throw.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Higher Level Transformations
At 14th Level you also gain the ability to convert a number of magic missiles into higher level spells, provided they are in your spell book, when you cast magic missile at a sufficiently high level:
You may convert 12 magic missiles into a wall of force.
You may convert 14 magic missiles into magically animated objects as in the spell animate objects. All missiles transform into tiny spectral versions of yourself and function as tiny objects per the spell with the following changes: each creature has HP = 4d4+4, cannot fly, and their attacks deal force damage.
You may convert 20 magic missiles into a huge, spectral four-sided die which hovers 20 feet above the ground before you (if space is limited it will shrink and/or appear closer to the ground as necessary). The die rolls itself and then vanishes as the effects of the time stop spell ensue. When you reach 15th level in this class, you may only choose one new spell to add to your spell book, and the time stop spell magically appears in your spell book, a gift of the elementary force of arcana itself.
These higher level transformations compete with the lower level transformations for use of this feature. Once you have used this feature to create a higher level transformation, you cannot do so again until completing a long rest.
I'M ATTACKING THE DARKNESS!!!
"Why are you casting magic missile? There's nothing to attack here."
"That's what you think."
-- Conversation between some lame paladin and Gallstaff the Furious
You no longer need to see your enemies to target them with magic missile. You may either indicate which creature or creatures you are attacking if you know they are present and within range, or, if you specify no particular creatures when casting magic missile, the spell functions as a 120 foot cone area of effect spell and distributes its damage across multiple targets in order of current hit points from lowest to highest, dealing no more damage to any target than necessary to cause them to fall unconscious.
Comments