silverknife615
2006-02-11, 07:18 PM
For the longest time in my D&D career I have pondered over the exact extent a spell caster could master the spell magic missile. Finding no other way to make the character I wanted, I made my own.
This is my first time making a full 20 level class. Any and all suggestions and modifications are welcomed. also, i am new to this forum, so if i am breaking any rules by posting this, i appologise
Magic missile master
Magic missile, it is one of the simplest spells known. Popular the world over, and usually one that any wizard can cast. Yet there are some that dedicate their lives to this simple spell. Making it the focus of their magical study they take a common, mundane spell, and turn it into a never missing killing blow.
Adventures: life is a great laboratory, and missile master knows this. They adventure to enhance his spellcasting abilities and to learn new ways to improve magic missile.
Characteristics: the missile master is similar to the wizard in many respects, with a hint of eccentric childish stubbornness, and a smattering of a snipers focus
Alignment: over all missile masters are neutral to the ideas of law and chaos. They have a wizard’s pension for organized study, with the understanding that the laws are more guidelines really.
Religion: Baccob is the primary deity of the missile master. His neutrality leaves missile masters to decide for themselves where to stand on the good/evil debate
Game rule information
Abilities: intelligence is essential for the wizard-like missile master. Also, good dexterity will help to improve their armor class and a decent constitution score will give them hit points that they would not usually get many of
Alignment: any.
Hit die: d4
BAB: poor
Saves: fort; poor, ref; poor, will; good
Class skills
The magic missile master’s class skills (and the key ability for each skill) are Concentration (con), craft (int), decipher script (int), knowledge (all, but taken individually) (int), profession (wis), spell craft (int)
Skill points at first level: (2+int modifier) x4
Skill points at each additional level: 2+int modifier
Class features
Weapon and armor proficiencies: magic missile masters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are not proficient with any types of armor or shields.
Spells: as wizard of the same level
Bonus languages: as a wizard
Familiar: as a wizard/sorcerer
Missile multiplication: a missile masters able to create more magic missiles with every spell they cast. For every caster level beyond 1st they gain another missile, with a maximum of 10. for example, a 15th level wizard casting magic missile would create 5 missiles, a missile master of the same level would create 8
Missile manipulation: a magic missile master is able, through their intense focus, to increase the damage that each missile does. At 1st level they become 1d6, at 4th 2d4, at 8th 2d6, at 12th 4d4, at 16th 3d6, at 20th 5d4. in addition, instead of simply adding 1 to the damage die, a missile master adds a number of points equal to their missile master level. For example, a 9th level magic missile master’s missiles each do 2d6+9 damage
Spell mastery: starting at 1st level, a magic missile master can prepare magic missile without the use of their spell book
Subdual substation: starting at 2nd level, a magic missile master can apply the feat, subdual substation, to their magic missiles, preparing them in the normal way.
Silent spell: starting at 3rd level, a magic missile master can apply the feat, silent spell, to their magic missiles, preparing them in the normal way.
Still spell: starting at 4th level, a magic missile master can apply the feat, still spell, to their magic missiles, preparing them in the normal way.
Purify/defile spell: starting at 5th level, a magic missile master can apply either the purify spell feat if good aligned, or the defile spell* feat if evilly aligned, to their magic missiles, preparing them in the normal way. Neutral missile masters must choose one or the other.
Enlarge spell: starting at 6th level, a magic missile master can apply the feat, enlarge spell, to their magic missiles, preparing them in the normal way.
Sudden subdual: starting at 7th level, once a day, a magic missile master can apply the feat, sudden subdual, to their magic missiles.
Spell penetration: starting at 8th levels a magic missile master’s missiles gain a +2 bonus to overcome spell resistance
Sudden silent: starting at 9th level, once a day, a magic missile master can apply the feat, sudden silent, to their magic missiles.
Sudden still: starting at 10th level, once a day, a magic missile master can apply the feat, sudden still, to their magic missiles.
Empower spell: starting at 11th level, a magic missile master can apply the feat, empower spell, to their magic missiles, preparing them in the normal way.
Sudden purify/defile: starting at 12th level, once a day, a magic missile master can apply the either purify or defile spell, to their magic missiles. They may only use the one that matches the one they chose 5th level.
Maximize spell: starting at 13th level, a magic missile master can apply the feat, empower spell, to their magic missiles, preparing them in the normal way.
Sudden enlarge: starting at 14th level, once a day, a magic missile master can apply the feat, sudden enlarge, to their magic missiles.
Greater spell penetration: at 15th level a magic missile master’s missiles can an additional +2 bonus to overcome spell resistance
Sudden empower: starting at 15th level, once a day, a magic missile master can apply the feat, sudden empower, to their magic missiles.
Chain spell: starting at 16th level, a magic missile master can apply the feat, chain spell, to their magic missiles, preparing them in the normal way.
Sudden maximize: starting at 17th level, once a day, a magic missile master can apply the feat, sudden maximize, to their magic missiles.
Quicken spell: starting at 18th level, a magic missile master can apply the feat, quicken spell, to their magic missiles, preparing them in the normal way.
Sudden chain: starting at 19th level, once a day, a magic missile master can apply the feat, sudden chain, to their magic missiles.
Sudden quicken: starting at 20th level, once a day, a magic missile master can apply the feat, sudden quicken, to their magic missiles.
New feat
*defile spell
Benefit: a spell you modify with this feat gains the evil descriptor. Furthermore, if the spell deals damage, neutral creatures take half damage, or one quarter damage with a successful saving throw (if allowed), while evil creatures take no damage at all. good outsiders affected by the spell take extra damage: the spells damage is increased one die size (d4 becomes d6, d6 becomes d8 and so on)
A defiled spell uses up a spell slot one level higher than the spells actual level.
This is my first time making a full 20 level class. Any and all suggestions and modifications are welcomed. also, i am new to this forum, so if i am breaking any rules by posting this, i appologise
Magic missile master
Magic missile, it is one of the simplest spells known. Popular the world over, and usually one that any wizard can cast. Yet there are some that dedicate their lives to this simple spell. Making it the focus of their magical study they take a common, mundane spell, and turn it into a never missing killing blow.
Adventures: life is a great laboratory, and missile master knows this. They adventure to enhance his spellcasting abilities and to learn new ways to improve magic missile.
Characteristics: the missile master is similar to the wizard in many respects, with a hint of eccentric childish stubbornness, and a smattering of a snipers focus
Alignment: over all missile masters are neutral to the ideas of law and chaos. They have a wizard’s pension for organized study, with the understanding that the laws are more guidelines really.
Religion: Baccob is the primary deity of the missile master. His neutrality leaves missile masters to decide for themselves where to stand on the good/evil debate
Game rule information
Abilities: intelligence is essential for the wizard-like missile master. Also, good dexterity will help to improve their armor class and a decent constitution score will give them hit points that they would not usually get many of
Alignment: any.
Hit die: d4
BAB: poor
Saves: fort; poor, ref; poor, will; good
Class skills
The magic missile master’s class skills (and the key ability for each skill) are Concentration (con), craft (int), decipher script (int), knowledge (all, but taken individually) (int), profession (wis), spell craft (int)
Skill points at first level: (2+int modifier) x4
Skill points at each additional level: 2+int modifier
Class features
Weapon and armor proficiencies: magic missile masters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are not proficient with any types of armor or shields.
Spells: as wizard of the same level
Bonus languages: as a wizard
Familiar: as a wizard/sorcerer
Missile multiplication: a missile masters able to create more magic missiles with every spell they cast. For every caster level beyond 1st they gain another missile, with a maximum of 10. for example, a 15th level wizard casting magic missile would create 5 missiles, a missile master of the same level would create 8
Missile manipulation: a magic missile master is able, through their intense focus, to increase the damage that each missile does. At 1st level they become 1d6, at 4th 2d4, at 8th 2d6, at 12th 4d4, at 16th 3d6, at 20th 5d4. in addition, instead of simply adding 1 to the damage die, a missile master adds a number of points equal to their missile master level. For example, a 9th level magic missile master’s missiles each do 2d6+9 damage
Spell mastery: starting at 1st level, a magic missile master can prepare magic missile without the use of their spell book
Subdual substation: starting at 2nd level, a magic missile master can apply the feat, subdual substation, to their magic missiles, preparing them in the normal way.
Silent spell: starting at 3rd level, a magic missile master can apply the feat, silent spell, to their magic missiles, preparing them in the normal way.
Still spell: starting at 4th level, a magic missile master can apply the feat, still spell, to their magic missiles, preparing them in the normal way.
Purify/defile spell: starting at 5th level, a magic missile master can apply either the purify spell feat if good aligned, or the defile spell* feat if evilly aligned, to their magic missiles, preparing them in the normal way. Neutral missile masters must choose one or the other.
Enlarge spell: starting at 6th level, a magic missile master can apply the feat, enlarge spell, to their magic missiles, preparing them in the normal way.
Sudden subdual: starting at 7th level, once a day, a magic missile master can apply the feat, sudden subdual, to their magic missiles.
Spell penetration: starting at 8th levels a magic missile master’s missiles gain a +2 bonus to overcome spell resistance
Sudden silent: starting at 9th level, once a day, a magic missile master can apply the feat, sudden silent, to their magic missiles.
Sudden still: starting at 10th level, once a day, a magic missile master can apply the feat, sudden still, to their magic missiles.
Empower spell: starting at 11th level, a magic missile master can apply the feat, empower spell, to their magic missiles, preparing them in the normal way.
Sudden purify/defile: starting at 12th level, once a day, a magic missile master can apply the either purify or defile spell, to their magic missiles. They may only use the one that matches the one they chose 5th level.
Maximize spell: starting at 13th level, a magic missile master can apply the feat, empower spell, to their magic missiles, preparing them in the normal way.
Sudden enlarge: starting at 14th level, once a day, a magic missile master can apply the feat, sudden enlarge, to their magic missiles.
Greater spell penetration: at 15th level a magic missile master’s missiles can an additional +2 bonus to overcome spell resistance
Sudden empower: starting at 15th level, once a day, a magic missile master can apply the feat, sudden empower, to their magic missiles.
Chain spell: starting at 16th level, a magic missile master can apply the feat, chain spell, to their magic missiles, preparing them in the normal way.
Sudden maximize: starting at 17th level, once a day, a magic missile master can apply the feat, sudden maximize, to their magic missiles.
Quicken spell: starting at 18th level, a magic missile master can apply the feat, quicken spell, to their magic missiles, preparing them in the normal way.
Sudden chain: starting at 19th level, once a day, a magic missile master can apply the feat, sudden chain, to their magic missiles.
Sudden quicken: starting at 20th level, once a day, a magic missile master can apply the feat, sudden quicken, to their magic missiles.
New feat
*defile spell
Benefit: a spell you modify with this feat gains the evil descriptor. Furthermore, if the spell deals damage, neutral creatures take half damage, or one quarter damage with a successful saving throw (if allowed), while evil creatures take no damage at all. good outsiders affected by the spell take extra damage: the spells damage is increased one die size (d4 becomes d6, d6 becomes d8 and so on)
A defiled spell uses up a spell slot one level higher than the spells actual level.