Wizard
Base Class: Wizard

Wizards of this school of study seek to push this rudimentary spell above and beyond its normal limits. 

Other spellcasters don't understand the force missile magician's dedication to only one spell and frown upon what they see as misguided research. In their reasoning, force missile magician's 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 magician's 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.

While many who embark upon the path of the force missile magician 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

Additional Salvo

At 2nd level, a force missile magician gains increased mastery over his staple spell.

Every time you cast magic missile, you create an addition missile. Example, a FMM casting magic missile with a 1st level slot would generate 4 darts of force, 6 darts of force at 3rd level, 8 darts of force at 5th level and so forth. 

Arcane Sniper

At 2nd level, all of the FMM's magic missile spells lack a somatic component. He casts magic missile as if using the Subtle Spell Metamagic.

Energy Admixture

A force missile magician becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 6th level, a FMM may change the damage of their missiles to either acid, cold, fire or lightning.

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. 

You may do this a number of times equal to your Intelligence modifier before taking a short rest.

Hasted Defense

A force missile magician realizes the need to defend himself against the magic missiles of other spellcasters.

At 10th level, a FMM gains an extra reaction per round in order to cast theshield spell in response to an enemy caster targeting you with magic missile. This spell is cast in addition to the FMM's usual number of spells per day.

Salvo Overdrive

Also at 10th level, the FMM's magic missile spells become especially potent, breaking through magical defenses more readily than normal. You can bypass targets spell resistance, but only when casting magic missile.

In addition, a FMM's magic missiles might penetrate shield spells and brooches of shielding. Against such protections, the FMM makes a check against the targets spell save DC, in the case of shield, or DC 20, in the case of a brooch.

Arcane Reflection

At 14th level, a FMM can reflect the spell magic missile.

For the purposes of being affected by magic missile, a FMM is treated as constantly under a spell turning effect, thus reflecting offensive magic missiles back at their caster. If that caster is protected by the shield spell or a [Tooltip Not Found], these reflected magic missiles are negated as normal. 

You may use this ability a number of times per day equal to your Intelligence modifier before taking a long rest.

Force Missile Magician Image

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