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Magic Missile Mastery (Metamagic)

Your knowledge of the Magic Missle spell allows you greater flexibility with only slight tweaking.

Prerequisites
Evocation School Specialist, Spell Focus (Evocation), able to cast Magic Missile

Benefit
In order for this Feat to be used, at least 3 spell slots must be assigned 'Magic Missile', making it most likely that only Wizards will be using this Feat. Spells similar to 'Magic Missle' are acceptable, with the DMs permission. By removing the bonus damage per missile, you can grant your missiles one of the following:
  • Each missile can be targeted to objects, and deals bludgeoning damage.
  • If a missile is blocked by 'Shield' affects, all within 5' are affected as if 'Flare' was cast on them.
  • By also removing the force affect, you can grant it an elemental type.
  • Each missile deals 1 damage to a target within 5' behind the initial target, as it pierces through.
Level I - By increasing the spell level by one, you can grant your missiles one of the following:
  • Each missile instead generates two missiles that deal one dice type lower of damage.
  • One missile out of the pack can be made to hit a specific location, as a 'Called Shot'
  • Each missile reduces the duration of any 'shield' effect by one round per damage dealt. If a 'shield' is destroyed in the manner, all in 5' take 3d4 force damage, Ref 15 for half.
  • You may have the missiles delay until your next round, shooting as many needed as an immediate action. If any missiles are left on your next turn, they are destroyed.
  • You may have any number of missiles orbiting you, each missile will reduces one incoming attack roll by its damage. This affect lasts until your next turn.
Level II - By increasing the spell level by two, you can grant your missiles one of  the following:
  • When a missile hits, it removes 'Invisibility' effects for 1 round per missile within 5' of impact.
  • Each missile acts as a CMB roll to Trip, Bullrush 5' or Disarm. You are considered to take a 10 on the roll and use your Int modifier instead of Str or Dex.
  • Each missile stuns for 1 round. Fort 15(+1per extra missile) negates. The duration doesnt stack.
  • After casting this spell, the first level spell 'Magic Missile' becomes memorized. One extra missile is generated when that spell is cast.
  • Rolls the damage of your missiles first. You may shoot any number of missiles out, each doing a portion of that damage rolled. This allows for lots of little missiles or one honkin huge missile.
  • You may cast this spell as a Full Round spell. If you do so, you generate an extra missile and each missile deals the next dice type. This can be repeated up to 3 rounds.
Level III - By increasing the spell level by three, you grant your missiles all of  the following:
  • Choose 2 abilities from the Level I list or one ability from the Level II list.
  • Cannot be counterspelled with 'Magic Missile' and the DC for 'Dispel Magic' is 2 higher.
  • You can have any amount of missiles deal slashing, piercing or bludgeoning instead of force.
Author's Note: I use role-playing during combat, where my descriptions matter. Some of  you may be asking what does it matter if a missile deals slashing  instead of force. Sometimes, a guy needs to get cut and a instant,  gaping slash is a great way to let someone know that you mean business.

Additional Ratings
Balance:
( 12 Votes )
Utility:
( 11 Votes )
Clarity:
( 12 Votes )


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