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Bullet Points: 7 Magic Missile Feats (PFRPG) PDF

***** (based on 5 ratings)

Our Price: $1.00

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Seven feats that allow spellcasters using the classic and venerable magic missile spell to have as many options as characters who use material weapons. This is the first in a series of products to celebrate the "Summer of Bullets" event!

The feats included are:

  • Arcane Missiles: You can add the magic effects of arrows or bolts in your possession to one magic missile of a volley.
  • Blinding Missiles: You can concentrate the energy of your magic missiles to make them bright enough to blind a foe.
  • Halo of Stars: You can keep your magic missiles around until you need them.
  • Imbued Force: You can layer your magic missiles onto a melee weapon, granting it limited ability to strike as a force effect.
  • Legendary Missiles [Metamagic]: You can make your magic missiles larger and more powerful.
  • Pressure Missiles: You can focus the energy of your magic missiles into fewer, harder-hitting missiles that strike and numb a foe’s pressure points.
  • Targeted Missiles: You can direct your magic missiles, rather than depend on their innate accuracy.

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Product Reviews (5)

Average product rating:

***** (based on 5 ratings)

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*****

Like all the bullet points products, this is a very short pdf. It is 4 pages long. 1 title page, 1 page of OGL and credits which leaves 2 misssle packed pages of goodness!

I will not provide a summary of the feats in this product as Endzeitgeist and KTFish7 did a great job at that already. This product contains 7 feats that give you options to use with the magic missle spell.

I forsee this product coming in very handy in the game that I am running as our Magus/Wizard has been researching higher level spells based on Magic Missle. I think that he may find these to his liking.

Format is 3 columns in landscape. No editing issues noted, the geniuses have corrected the editing errors that KTFish7 noted in his review.

At $1, this is worth picking up if you think you might be casting magic missle at any point in the next 10 years.


Wizards don't need a boost but magic missiles do

****( )

Magic Missile Feats

Wow! So this is something I’ve been wanting for a while because I really like the magic missile spell but it does lose its luster quickly. These feats make it more interesting that’s for sure. My favorite is Targeted Missiles because it changes the spell to a ranged touch attack which opens up options that I didn’t have before, like being able to critically hit someone or to even sneak attack.

I really like being able to improve the missiles and open up options. Feats like arcane missiles, blinding missiles, and pressure missiles turn the bland magic missile into more useful missiles. Arcane missiles has the added benefit of letting you determine how the missiles are improved based on what arrows you have on hand. I can see an arcane archer having some fun with this. Imbued force can be a real boon to a low level party without magic weapons. Turning weapons (not just yours but any that you touch) into force effects is very handy when fighting shadows.

The only real complaint I have is with Legendary Missiles. I like what the intent was but it really doesn’t do enough to warrant taking. Maybe if the level adjustment was 1 level instead of 2 it would be better.

Overall, I think this is a very interesting set of feats and I can’t see any reason not to add it to your collection.


Excellent selection of feats

*****

You know the deal, 3...hey, wait: More content, yes! 4 pages of content, 1 page front cover, 1 page SRD/editorial, 2 pages of content containing 7 new feats that modify the popular 1st-level spell, so let's check it out!

-Arcane Missiles: Use magic pieces of ammunition as optional material components to add their properties to your magic missiles. (Including to hit, if you've modified the spell... see Targeted Missiles.)

-Blinding Missiles: Sacrifice some magic missiles to grant them the option to blind opponents.

-Halo of Stars: Have a limited selection of magic missiles orbit you and shed light. They can be fired at will. Cool, if obvious tactical option.

-Imbue Force: Only for characters with access to arcane strike; Make successful attacks in melee deal additional damage and act as force attacks.

-Legendary Missiles: +2 levels metamagic, instead make your missiles deal 1d6+1 damage.

-Pressure Missiles: decrease range to short and gain the option to slow foes or hold person them - very cool!

-Targeted Missiles: Fire missiles as ranged touch attacks, enabling you to damage objects and attack foes with total concealment.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column damage. The pdf has no bookmarks, but needs none at this length. This pdf blew me away - when the other BPs dealing with spell-modifying feats were good, this one blows them away - utterly. There is quite frankly not a single feat herein that does not ooze iconicity and coolness. The respective feats are smart, innovative, provide cool tactical options and interesting imagery, leaving me with quite frankly no reason to complain about this stellar example of concise rules-writing. my final verdict, not surprisingly, will be 5 stars + the seal of approval - magic missiles have just become even more awesome.

Endzeitgeist out.


*****

Again stepping up to the four page format, and again marked as a part of the Summer of Bullets, this addition to the Bullet Point series gives us 7 Feats to re-spark some creative juice into that old magical mainstay, the Magic Missile. With two pieces of B&W artwork, one being an Elmore stock the other being a Claudio Pozas piece we get no color art this time, but hey, the Bullet Points really aren't all about the art, so that's all good.

Editing wise, I believe there was a missed usage of the word “to”, and the addition of a stray “w” to the end of the word feats. There is also the unfortunate relic of a copy paste job in that two feats share the same description when they are obviously not the same.

Arcane Missiles allows you to confer the abilities of a magic arrow/bolt to a magic missile (only one in the case of a full volley of missiles).
Blinding Missiles allows you to sacrifice from the total amount of missiles you can cast to enhance the remaining missiles with the abilities to dazzle, blind, or cause foes to act as if affected by an obscuring mist spell.
Halo of Stars is quite possibly the feat that everyone who buys this PDF is going to be begging their GM's to allow...magic missiles hover and encircle their caster as motes of light, waiting to be targeted and sent off, in whatever numerical configuration you choose. And yes, they operate as a light source while buzzing around you as well.
Imbued Force allows you to enhance a melee weapon buy “casting” magic missile into it, allowing the weapon to be used as a force effect, thereby giving it the ability to hit ethereal targets.
Legendary Missiles is very much in my opinion simply another version of a Greater version of magic missile, albeit through the usage of a feat instead of a spell.
Pressure Points has at the time of this review the description for Blinding Missiles (I can only assume this is a copy/paste type of thing). The feat itself allows for a similar effect as Blinding Missiles, in that sacrificing missiles will get you additional effects for the remaining missiles, this time in dealing with the movement of your target.
Targeted Missile allows you to choose to roll an attack for your magic missile volley, thereby giving you access to critical hit options if you succeed with a critical.

So, deciding on where I stand here. Halo of Stars is sheer brilliance, flat out. Arcane, Blinding and Pressure show series potential for irritating my players (lol)....but, this Bullet Point had far more editing issues than I can overlook. So, design wise, easily worth the price of admission folks, and very much recommend, but am going to have to settle on a four when taking it all in to regard, as SGG has for quite some time set the bar when it comes to editing. Now, a quick change and an update, I'll be happy to re-evaluate that last star.

*edit - always like when a publisher listens and is willing to correct a mistake, and with the updated PDF now correcting the Pressure Points Feats, am more than happy to give that last star, making this a 5 star rating.


Magic Missile just got even more magical!

*****

I'm not going to go into a mechanics breakdown, because that's not my forté. I'm a flavor kinda guy; I like the whole whiz bang aspect of spells and related feats. I will say this about the mechanics; I believe a great deal of thought went into making sure these spell modifications are balanced and useful. Prerequisites for them make sure that not every Tom, Dick, and Merlin can just whip these out on unsuspecting foes. Very well thought out.

But I love the new affects these modifications offer. Magic Missile, for all its iconic standing, has for decades just been the go-to first level spell for any burgeoning arcane magic user. But for all its usefulness it's just streaks of light that smack into their targets, usually with little description from the PC or DM to add any flavor to them.

These modifications make this old favorite exciting for casters to use. Imagine the look on your PCs' faces when the realize that magic missile is about to be cast when suddenly they're blinded and staggering around with bright lights clouding their vision. Or to be suddenly stopped in their tracks as though a Hold Person spell had taken effect. And Legendary Missiles when they're slammed with a single missile that does twice the damage they're expecting. Fun stuff!

I love this product. I wish I knew how SGG turns out one home run after another, because I'd build a mind transference machine then kidnap their whole brain trust. Good job, SGG!



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