Question: Wizard/ Dual magic missile

It's a bit rules-lawyery and slightly cheesy, but you can use Time Stop and *ready* a magic missile. I'm unsure if I agree, but there have been those whom I've seen argue that readying an attack is not the same thing as attacking for the purpose of Time Stop's limitations.

The most you could do is spend a daily utility to get a single extra magic missile for that turn, with a specific trigger based on an action.

So, if that specific action is never taken, or your target becomes untargetable, or it becomes inconvenient to target them and you choose not to, then your trigger is expended and you don't get a second shot. As well, your target must be declared in advance.

Lastly, because the triggered readied action is an immediate action, you can only use one of the Time Stop actions successfully.

There's quite a few fiddly bits about using Time Stop to get an extra Magic Missile. It's up to you to decide if an epic level daily power is worth trading away for 22 damage.
 

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This thread reminded me of a PC I played in Red Hand of Doom in 3e. I was a full-plate-wearing gnome sorcerer who had done my thesis on magic missile. I had the Arcane Thesis feat, which let me reduce the level modification of metamagic by 1 each, but only for magic missile.

At 10th level, I could use my 5th level spell slots to cast still (+0) empowered (+1) twinned (+3) magic missiles (level 1). An unerring 15d4+15. Oh, and I could do that without extending the spell's casting time.

Add to that the level 4 celerity spell, which let me get a bonus standard action now (at any time, even as an interrupt) in exchange for dazing myself next round.

I had two shining moments. The 2nd was when I died. We had foolishly dimension door'ed up a 100 ft. shaft, hoping to ambush the badguys, only to discover a huge silence spell. 3/5 of our party were spellcasters, completely boned in this environment, so I sacrificed myself. I jumped back down the shaft, celerity'ed in mid-air once I was out of the silence aura, and cast a dispel magic to take out the ward. The first thing the rest of the party heard after that was the oddly squishy clanging sound of me hitting the bottom of the shaft.


Before that, though, I managed to off a very annoying badguy. We ran across a night hag, who saw us, turned ethereal, and tried to run. By weird random chance, I had the right mix of gear and powers to a) see her invisible ethereal body, b) tag her once with 15d4+15 force damage that wasn't reduced by being ethereal, and then c) finish her off with a celerity'd repeat before she could get out of line of sight. 105 damage in an instant, without a single attack roll.

Magical machine gun indeed. :)
 

Wizard's Fury:
Daily
Minor Action
Prerequisite: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.

hmm, I like this. It's not exactly what i was after but i get the desired effect for an encounter.
Now I just need to take advantage of this as much as possible. Perhaps i can find a way to use a daily a second time. Maybe something like the jewel of power maybe.

By the way. There is nothing that is stopping you from using a minor action to cast a Wizard's Fury Magic Missile and then using a standard action to cast a regular Magic Missile. You just can't cash in a use of a move action to get a second Minor Magic missile attack.
 

The magic missile in the new Red Box is target: one or two creatures.

The magic missile in the Ampersand articles is target: one creature

Strange.
 

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