Help with the Calc for this guys magic missile spells, please


Advice

Shadow Lodge

Need freash eyes for this to make usre I'm not missing anything.

How many could he cast in a day? And at caster level?

Int 20 Elf or Half-Elf

Sorcerer (Sage) 1/ Wizard (Evocation) (Spellbinder) 4

Trait: Magical Knack (Sorcerer) Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Feat: Spell Specialization (Magic Missile) Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Spell Bond (Magic Missile)

No 1st level wizard spells memorized as magic missile.

Bare bones info…..you need more info to help let me know.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

The level of the sorcerer magic missile is 5 (1 + 2 from spell specialization, + 2 trait bonus)
The level of wizard magic missile is 6 (4 + 2 specialization).

The amount would be: 3 + charisma modifier from the sorcerer spells/day, and 3+1 specialist + 2 intelligence for the 1st level slots and 2 + 1 specialist + 1 intelligence for the 2nd level slots from the wizard.

So 3 + charisma mod level 5 magic missiles and 10 level 6 magic missiles.

Dark Archive

CL 5 if casting as a sorcerer. So 3 missiles if I'm remembering correctly. Not sure if spell bond ups the CL, but that's for a wizard I think and wouldn't have an effect on sorcerer spells. He's honestly getting less return by casting as a sorcerer than as a wizard with the spell at this point. It'd be CL 6 if he prepared it.

I think Damanta meant 3 +bonus spells per day based off charisma for 1st level spells. Wisdom in this case because of the sage bloodline. So at most 2. So either 4 or 5 1st level sorcer spell slots per day.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

He has the spellbinder archetype, which means he can exchange any spell prepared into a magic missile as a full-round action.


Int 20 gets him 2 1st level spells and one 2nd.

Sorcerer gets 3 spell, plus 2 first for stat. CL for sorc is 5, (1, 2 for magical knack, 2 for spell spec). So, 5/day at CL 5, 3 missles.

Wizard 4, 5 1st level slots, 3 2nd level slots. If he used a wizard slot, it will be at CL 6, so still 3 missles.

Now, he can also make any wizard spell slot a Magic Missle as a full-round action.

Dark Archive

I meant Int, not Wis. Lol

RPG Superstar 2012 Top 16

Sage Sorc is a variant that uses Int instead of Cha. Wisdom is the celestial wildblood.

==Aelryinth


Damanta wrote:
The amount would be: 3 + charisma modifier from the sorcerer spells/day

Er, what? It would be 3 + 1/4 Charisma mod rounded up, not + Charisma mod. You definitely don't get your full stat to spells per day.

Actually, wait, it would be Int because he's a Sage. So, 5 Magic Missiles at CL 5.

Then, you could get 10 more as a Wizard, at CL 6.

If you're going this far, I'm surprised you didn't go for a Varisian Tattoo for Evocation to get yet another CL. And really, why so many Magic Missiles? What's the point? Is this for some kind of attempt at a 3rd edition Force Missile Mage?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Missed the Sage archetype bit. Yeah, so 5 level 5 magic missiles and 10 level 6 magic missiles.

TGMaxMaxer: don't forget the +1 spellslot from having evocation as school, so 6 1st level and 4 2nd level.

Edit: and yes charisma modifier should be bonus spells from high charisma. I should go to bed or proofread better.


Add wayang spellhunter trait and toppling spell metamagic for fun times. Also, take a long, good look at Arcanist (if non-non-core)from the Advance Players Guide. You may only need the one class (potent magic!).

Shadow Lodge

Magic missiles are good at lower levels if you can get the second missile early, otherwise the damage isnt that good. But the other things about the magic missile like not needing to roll to hit and needing special things to completely block that spell makes it pretty good in my book. Also being a force effect can help in certin situations.

Ranged Touch spells into combat gets heavy penalties to hit unless you spent 2 feats specifically to counter this.

Also I asked for calc-ing the numbers so I didnt miss anything, Thanks to those who helped with the calc.

I didnt ask if my character concept fit into what you think is a good concept.


Intensified Spell metamagic feat can ramp up the # of missiles/spell - if your CL is otherwise high enough (i.e., from fun things such as Spell Perfection) applying Intensified Spell three times at CL 19 gives each spell a volley of 10 missiles for a 4th level spell slot. You might be better served with crossblooded orc/? (or the orc bloodline by itself) to ramp up the damage per missile. After a certain point, the CL on the sorcerer class-sourced missiles will be of little use against anything with SR. Depending on the campaign, this can make that one level dip far less useful.

Shadow Lodge

What about the retraining rules? By mid level that sorcerer level wont be as useful so retraining it into a wizard level. I believe that can be done right?


Jacob Saltband wrote:
What about the retraining rules? By mid level that sorcerer level wont be as useful so retraining it into a wizard level. I believe that can be done right?

Sure. However, there can be some nice perks depending on the bloodline that you won't give up. Retraining known spells would be the better option in certain cases.


Turin the Mad wrote:

Intensified Spell metamagic feat can ramp up the # of missiles/spell - if your CL is otherwise high enough (i.e., from fun things such as Spell Perfection) applying Intensified Spell three times at CL 19 gives each spell a volley of 10 missiles for a 4th level spell slot. You might be better served with crossblooded orc/? (or the orc bloodline by itself) to ramp up the damage per missile. After a certain point, the CL on the sorcerer class-sourced missiles will be of little use against anything with SR. Depending on the campaign, this can make that one level dip far less useful.

That feat works with spells such as fireball or lightening bolt that do Xdy damage/caster level since feat boost the damage die cap associated with spell levels.

However, magic missile and scorching ray don't do dice damage per level. They release a certain number of damage dealing projectiles(for lack of a better term) per level. I don't think its game breaking to allow it however.


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I would allow it. PFS is a weird little wriggling basket of weasels in its own right. ;)

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