Base Class: Wizard
Magic Missile is 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.
You must meet certain prerequisites, listed below, in order to multiclass in or out of this class.
|
Level |
Features |
|
1 |
Bonus Missile, Continued Spellcasting, Still Missile |
|
2 |
Energy Missile, Swift Shield |
|
3 |
Overpowering Missile |
|
4 |
Reflective Shield |
|
5 |
Bonus Missile |
Prerequisites
- Know Magic Missile. Force missile mages specialize in this spell.
- Proficiency in the Arcana Skill. It takes a certain understanding of magic to improve Magic Missile.
- Ability to Cast 3rd Level Spells. Strengthening spells requires some respectable arcane prowess.
Class Features
As a force missile mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per force missile mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per force missile mage level after 1st
Proficiencies
Tools: None
Saving Throws: None
Skills: None
Equipment
The force missile mage prestige class does not grant any special equipment.
Bonus Missile
Starting at 1st level, when you cast Magic Missile, you create an additional missile. At 5th level, you create one more missile. Therefore, a 5th level force missile mage casting Magic Missile with a 1st level spell slot would fire five missiles.
Continued Spellcasting
Each time you gain a level in this prestige class, choose one spellcasting class that you have levels in. Your spellcasting improves as if you had taken a level in that class. For example, a 6th level wizard who took a level in force missile mage would gain a single 4th level spell slot and learn two wizard spells up to 4th level, the same benefits that wizard would receive from becoming a 7th level wizard.
However, you receive no additional benefits from that spellcasting class. For example, a 5th level evoker taking a level in force missile mage would not gain the Potent Cantrip feature.
Still Missile
At 1st level, casting Magic Missile no longer requires somatic components.
Energy Missile
You become 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 make Magic Missile deal acid, cold, fire, or electricity damage as well as force damage. 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 alteration affects all missiles created by a single casting of Magic Missile.
The damage the targets take is affected by vulnerabilities, resistances, and immunity to both force damage and the additional type. For example, frost missiles would deal no damage to ice giants, half damage to imps, and double damage to fire snakes. If a creature has resistance to both damage types (for example, a bear totem barbarian), then the missiles still deal half damage.
Swift Shield
At 2nd level, you can defend yourself with amazing alacrity. If you don’t already know it, you learn the Shield spell. It doesn’t count against the number of spells you know.
You can cast Shield without expanding a reaction, and for the purposes of Counterspell and Dispel Magic, it counts as a spell cast with the highest level spell slot you have. Casting Shield twice in one turn doesn’t stack. Once you use this feature, you can’t use it again until you finish a long rest.
Overpowering Missile
Beginning at 3rd level, your force missiles can penetrate some defenses. Magic Missile is no longer blocked by the Shield spell or the Brooch of Shielding magic item.
Reflective Shield
At 4th level, you can reflect enemy force missiles. When someone targets you with Magic Missile, it automatically bounces off you and targets the caster instead. This spell is negated by Shield or a Brooch of Shielding as normal. If the caster also can reflect Magic Missiles, then you and the caster must make an opposed check, rolling 1d20 + your spellcasting ability modifier. The loser is hit by the spell.
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/12/2019 8:32:50 PM
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39
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2
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