Force Missile Mage

(Dragon Compendium variant, p. 78)

Mages of this class focus on magic missile to push that spell beyond its normal limits.


Skills: Concentration 9 ranks , Spellcraft 9 ranks

Feats: Combat Casting

Spells: Ability to cast Magic Missile once per day.

Hit die


Skill points

2 + Int

Class Features

Weapons and Armor Proficiency: Force missile mages gain no new weapon or armor proficiencies.

Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.

Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. 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. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

Overpowering Missle: At 3rd level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.

Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force misslie mage to roll on the Spell Turning mishap chart.


Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +2 Bonus Missile, Still Missile
2nd +1 +0 +0 +3 Energy Missile, Swift Shield +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Overpowering Missile +1 level of existing spellcasting class
4th +2 +1 +1 +4 Reflective Shield +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bonus Missile +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Knowledge (arcana) INT yes no
Profession WIS yes no
Spellcraft INT yes no
Spot WIS no no

Spells for Force Missile Mage

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