Warrior147
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Master of Missiles
“You call that a magic missile? That’s a mere sliver of magic compared to my missiles!”
Prerequisites: Wizard, magic missile at-will spell
Magic missile is a useful spell. It is the most basic form of battle magic, and is probably the first combat spell any wizard teaches his apprentice. Easy to master and easy to cast, most accomplished mages know how to cast it.
You, however, take mastery of magic missile to a higher level. While most wizards have magic missile stored in their mental arsenal of spells, you have devoted your studies, your life, to the ins and outs of this wonderful spell.
Master of Missiles Path Features
Missile Master’s Action (11th Level): When you spend an action point to cast magic missile, deal 2d4 extra damage on a hit.
Missiles of Victory (11th Level): When you score a critical hit with magic missile, you can immediately use magic missile again as a free action.
Unfailing Caster (16th Level): When you miss with magic missile, deal damage equal to your Dexterity modifier.
Master of Missiles Powers
Dual Missile Master of Missiles Attack 11
You cast one missile, then unleash another behind it, hidden by the first.
Encounter; Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature.
Attack: Intelligence vs. AC
Hit: 4d4+ Intelligence modifier force damage.
Effect: Make a secondary attack against the same target.
Secondary Attack: Intelligence +4 vs. AC.
Hit: 4d4+ Intelligence modifier force damage.
Missile Caster’s Stance Master of Missiles Utility 12
You position yourself sturdily, casting missiles with greater care.
Daily; Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you can choose to take 10 for your attack rolls when casting magic missile.
Missile Spray Master of Missiles Attack 20
Whirling your wand, you send a deadly spray of missiles fanning outwards at your foes.
Daily; Arcane, Force, Implement
Standard Action Close blast 10
Target: All creatures in burst.
Attack: Intelligence vs. AC
Hit: 4d10+ Intelligence modifier damage.
Special: You can choose not to target a number of creatures in the blast equal to your Dexterity modifier.
“You call that a magic missile? That’s a mere sliver of magic compared to my missiles!”
Prerequisites: Wizard, magic missile at-will spell
Magic missile is a useful spell. It is the most basic form of battle magic, and is probably the first combat spell any wizard teaches his apprentice. Easy to master and easy to cast, most accomplished mages know how to cast it.
You, however, take mastery of magic missile to a higher level. While most wizards have magic missile stored in their mental arsenal of spells, you have devoted your studies, your life, to the ins and outs of this wonderful spell.
Master of Missiles Path Features
Missile Master’s Action (11th Level): When you spend an action point to cast magic missile, deal 2d4 extra damage on a hit.
Missiles of Victory (11th Level): When you score a critical hit with magic missile, you can immediately use magic missile again as a free action.
Unfailing Caster (16th Level): When you miss with magic missile, deal damage equal to your Dexterity modifier.
Master of Missiles Powers
Dual Missile Master of Missiles Attack 11
You cast one missile, then unleash another behind it, hidden by the first.
Encounter; Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature.
Attack: Intelligence vs. AC
Hit: 4d4+ Intelligence modifier force damage.
Effect: Make a secondary attack against the same target.
Secondary Attack: Intelligence +4 vs. AC.
Hit: 4d4+ Intelligence modifier force damage.
Missile Caster’s Stance Master of Missiles Utility 12
You position yourself sturdily, casting missiles with greater care.
Daily; Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you can choose to take 10 for your attack rolls when casting magic missile.
Missile Spray Master of Missiles Attack 20
Whirling your wand, you send a deadly spray of missiles fanning outwards at your foes.
Daily; Arcane, Force, Implement
Standard Action Close blast 10
Target: All creatures in burst.
Attack: Intelligence vs. AC
Hit: 4d10+ Intelligence modifier damage.
Special: You can choose not to target a number of creatures in the blast equal to your Dexterity modifier.
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