Odd Wizard Blaster


Pathfinder First Edition General Discussion


Had an odd thought that is stuck in my head, and think i gonna try to at least build if not play one, but I dont have alot of experience at higher levels, usually stopping around lvl 5 :(

But what is the feasibility of a wizard using only MM as a spell. Before you sit and yell that that is a lvl 1 spell... The rest of the use would come from metamagic feats. I just wonder how usable it would be at higher levels and lvl 20

So, wanted your all's thoughts


MM?


Magic Missile, That iconic wizard spell


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IejirIsk wrote:

Had an odd thought that is stuck in my head, and think i gonna try to at least build if not play one, but I dont have alot of experience at higher levels, usually stopping around lvl 5 :(

But what is the feasibility of a wizard using only MM as a spell. Before you sit and yell that that is a lvl 1 spell... The rest of the use would come from metamagic feats. I just wonder how usable it would be at higher levels and lvl 20

So, wanted your all's thoughts

"Feldor the Missile Master? Aye Lad, I remember him... he terrorized many a kobold horde with his oddly obsessive mastery of the magic missile spell. For a time it was wondered if any could match his offensive prowess... that is until an apprentice challenged him to a duel, rendered all his spells useless with a basic Shield spell and then drubbed him into unconsciousness with a club."


Only MM?

While Magic Missile is undoubtedly a nice spell, I don't think that even with metamagic it would be all that amazing.

Lessee, an Empowered, Maximized Magic Missile would deal 7d4+7 (35 damage) I believe, and be a 6th level spell (5th if you take that trait that bumps the level down by one). While never missing and having no save and being Force, it's still very lackluster damage-wise.

Toppling spell (making it 7th or 6th) might give it a smidgen of extra oomph, but only against things with a low CMD that can be tripped at all, so it's not very good on the debilitating effect front either.

All in all, Magic Missile is still a backup spell at best, even when boosted pretty much as high as possible.


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Beside if you are just going to be focusing on one first level spell you might as well play a sorcerer.


reason why wiz, stead of sorc, is metamagic works much nicer with wizards. just a random thought went through my head as i was about to sleep...max+quick MM = 5d4+5 + 25 ... only benefit is no miss chance... except shield, of course...


4 people marked this as a favorite.
IejirIsk wrote:

Had an odd thought that is stuck in my head, and think i gonna try to at least build if not play one, but I dont have alot of experience at higher levels, usually stopping around lvl 5 :(

But what is the feasibility of a wizard using only MM as a spell. Before you sit and yell that that is a lvl 1 spell... The rest of the use would come from metamagic feats. I just wonder how usable it would be at higher levels and lvl 20

So, wanted your all's thoughts

It's not a bad idea at all. Just don't use ONLY magic missile. That's silly. You need to prepare a few things like dispel magic to force down shield spells occasionally. But as for picking a spell to spec, magic missile as as good as any!

Overview
One thing that you will likely enjoy about magic missile is it's pretty hard to avoid. It's more or less guaranteed damage against a good 90% of enemies you're likely to face. If it doesn't have shield on its spell list, or a spell list at all, magic missile has their number.

It's also relatively safe. At 110 ft. starting range, with an extra +10 ft./level after, you can easily provide support and cover fire from a nice safe distance. And you needn't worry about pesky things like soft cover due to the auto-hit nature of magic missile.

Since it is a 1st level spell, you can get some good mileage out of it with feats like dazing spell. And when it becomes feasible, a lesser maximizing rod is a pretty good investment. Magic Missile can be a nightmare for mages, clerics, druids, or whomever else trying to cast a spell. The auto-hit and fairly high minimum damage makes for very difficult Concentration checks, and there's nothing quite as sad as loosing a 7th level spell 'cause you were hit with a 1st level spell.

What may surprise you is that you will need to take the Heighten Spell feat. It's terrible, and sad, but it will need to happen, unless you can get past spells like (lesser) globe of invulnerability, because such spells will shut you down in an instant. Same with spell immunity on the cleric list (though hopefully they won't waste an immunity slot vs MM, but they might if they have any intel on you, or you keep pelting them during a long fight).

If your GM is open to allowing 3.x feats, Lost Empires of Faerun has a feat allowing you to convert higher level spell slots into lower level slots (pg. 6). This would allow you to cannibalize higher level slots for lower level slots (IE - 3rd level slot and turn it into 3 1st level slots), which could be really good if you want a magic missile specialist.

A Book of Harms allows you to auto-maximize a spell on demand 1/day in exchange for taking xd4 damage where x is the level of the spell to be maximized. Since metamagic doesn't raise the level of the spell, it's a good way to milk some heavy damage out of magic missile for a measly 1-4 damage to yourself.

Other considerations for if you want to be a mage specializing in Magic Missile is how much you even care about saving throws. Since Magic Missile only cares about your caster level, saving throws are only going to matter as far as Metamagic adds kicker effects, so if you're going to magic-missile spam, you could function just fine with only a 19 Intelligence long-term (anything else is just pushing for bonus spells), and spells like magic missile, haste, dispel magic, resist energy, and other buffs simply don't use save DCs. This means that if you want to, you can create a wizard who is very unusual in your ability score selection (allowing you to emphasize things like Constitution, Dexterity, and Wisdom far more heavily than usual to make yourself more sturdy; and you can skip feats like Spell Focus). Of course, ignore this suggestion if you plan to use Dazing Spell as you'll probably wan't both a high Int AND Spell Focus / Greater Spell Focus {Evocation} if you go that route.

Feats & Traits
As for traits, Magicial Lineage and Metamagic Master/Wayang Spellhunter both keyed to Magic Missile gets you a net -2 adjustment to metamagic with Magic Missile, which means free Empowering or only +1 level on Dazing Spell. With this tactic in mind, here are a variety of useful metamagic feats to consider.

Disrupting Spell adds +1 level (so free for your missile mage due to traits) and makes it so any caster hit by your missiles has to make a Concentration check if they cast spells within 1 round of getting slapped and the DC is your save DC (10 + spell level + Int modifier + spell focus stuff) plus the level of the spell. Since you can split your magic missile up to 5 targets, it can be a good way to slow down enemy casters on the cheap (perfect anti-caster lockdown).

Echoing Spell adds +3 to the level (so +1 for you) and basically allows you to cast your spell twice. Normally too expensive, this effectivelly allows you to convert a higher level spell slot into 2 castings of a lower level. Not critical, but could be cute.

Intensified Spell isn't as good for magic missile (it only adds up to 3d4+3 damage, but since at +1 level adjustment you can apply it for free due to your traits, it's something to consider (and if you maximize it as well, such as with a lesser rod, you're gonna deal +15 damage over a normal maximized missile, which is great if you're using it to interrupt castings).

Merciful Spell is pretty kickass IF your group allows metamagic reducers to reduce the level of a spell. With the appropriate traits, this +0 level metamagic can end with you have a level 0 magic missile dealing nonlethal force damage (and yes, before anyone rages, I'm well aware this wasn't intended). At which point you will be the ultimate magic missile mage being able to toss 5d4+5 nonlethal missiles at will. Could be combo'd with Disruptive Spell as well to make you the ultimate anti-caster. Since this works by RAW (but has been noted as unintended) you may wish to double check with your GM.

Piercing Spell adds +1 to the spell level and adds +5 to penetrate spell resistance. Since SR is one of the only real ways to stop your magic missile spamming, this isn't a bad one and can be applied for free due to your traits. This plus spell penetration can make Spell Resistance trivial to your basic missiles.

Reach Spell will bring your magic missile to long (400 + 40 ft. / level) range for +1 spell level. If you like sniping with missiles, this might be a consideration.

Silent Spell and Still Spell at +1 level each have obvious uses when you reduce your metamagic adjustments by -2. At this point, you can dispense with vocal and somatic components and just shoot eye lasers.

Toppling Spell is +1 level and isn't that great, but since it's effectively free with your -2 level from traits you can add it as a free kicker effect. Your CMB with your magic missile is caster level + Intelligence bonus, so it just adds a CMB check to trip foes when they get hit, but it doesn't scale very well (past low levels you'll almost never trip anything without rolling a natural 20). Not terrible since it's a kicker effect and is just icing on your cake, but I would actually recommend that you skip it. There are better options to spend your feats on.

Quicken Spell is actually a little more reasonable for you due to the -2 metamagic adjustment from your two traits. Because of this, you can slip a 1st level magic missile into a 3rd level slot to cast as a swift action. This is actually not a bad idea for many levels, right up to high levels. The reason is you can unload way more single-target damage with a pair of magic missiles tossed in a round (level 1 empowered MM + level 3 quickened MM = 12d4+12 damage vs one target at 9th level). Or since you like casting magic missiles, you can use it to cast a quickened missile in the same round you ready an action to disrupt a casting, so you can cast while you cast. ;)

Preferred Spell is almost a no-brainer because Preferred Spell {Magic Missile} allows you to spontaneously cast and apply metamagic on the fly by sacrificing another prepared spell of equal level and does it without affecting the casting time! So you can be armed to the teeth with your magic missiles and mod them on the fly while keeping buff and dispelling spells online at all times. TAKE THIS FEAT.

Minor Spell Expertise can net you another 2 castings of Magic Missile as a spell-like ability each day (SLAs have no vocal, somatic, or material components, and cannot be counterspelled; but may be interrupted). Personally, there are probably better feats.

Spell Mastery. Not a bad idea. Pick a handful of spells you will always use (Magic Missile, Dispel Magic, and a few buff/utility spells) and then you can burn your spellbook if you want.

Spell Perfection should be yours. Do not leave home without it. Especially true if you're going to push Dazing Spell, as you can drop it for free, and double the benefits of Greater Spell Penetration and Greater Spell Focus (+8 to pierce spell resistance and +4 to the DC).

Spell Specialization has obvious uses, but after you hit the cap for magic missile, you will want to shift your specialization to dispel magic and eventually greater dispel magic. Once you do, your dispels will be stronger. And with greater spell specialization you can then spontaneously cast both Magic Missile (due to Preferred Spell) and {Greater} Dispel Magic at +2 caster level (and possibly with metamagic feats).

Item Creation Feats
You may wish to consider picking up Craft Wondrous Item (to craft pearls of power and maybe robes of the archmagi in addition to other useful items. Forge Ring can allow you to create some rings of wizardry for yourself, which can be useful.

Class & Race Options
Evoker wizard is the basic one. It adds +1/2 your level to your damage with magic missile. Unfortuntely this is pretty useless. It only applies once to your spell (not once per missile) so at 8th level you're only get +4 damage per spell. Very underwhelming for a spell that's not doing much damage anyway. For this reason, I'd actually recommend ignoring Evoker and instead choosing a different specialization that provides you with other spells to round out your arsenal (Abjuration is a good one, Divination could be ideal for going first so you can ready actions to shut down other casters, and Transmutation wouldn't be a bad fallback for rounding your spells with party-buffs).

As far as Races go, your main focus here is going to be Human or Elf. Human nets you +2 to an Ability score (Int is good if you want to use Dazing Spell) and a Bonus Feat (the Bonus feat is helpful since you'll probably have a lot of specialization feats invested into this build), while the Elf provides a +2 Int (the Dex bump isn't bad) and provides some conveniences like low-light vision and more importantly +2 caster level vs spell resistance (which combined with greater spell penetration and spell perfection means Spell Resistance effectively doesn't exist to you anymore).

If Dazing Spell isn't a huge concern (and thus Int isn't as critical), consider instead Dwarf. Their resistances, bonus to Constitution and Wisdom, and Darkvision are welcome additions to an otherwise squishy wizard who is likely to make casters very angry. >:)

Recommended Equipment
Besides the Book of Harms mentioned in the Overview, you'll probably want plenty of pearls of power I. If you craft them yourself, each pearl will cost 500 gp to create and take about 1 day. Since 1st level magic missiles (and cheapened metamagic mods) are going to be your bread & butter for a long time, these are excellent.

Later you will want the the orange prism ioun stone for the caster level bonus (mostly for Dispelling rather than for your magic missiles, though the bonus vs spell resistance is nice).

You'll probably want to browse some lesser metamagic rods as well. You can use them to further enhance your already enhanced low-level magic missile spells fairly efficiently.


was thinking quick. though could never think what to do with the other stats, cause dont need more than 11, maybe 15 int.

Didnt think of shooting quick MM, followed by ready if he casts a spell to blast him with say 3d4+3... [6,15] damage, making a hella concentration check...

thought dex cause bow/crossbow
but, with still spell, especially tagged on everything, can sit and wear armour...
almost seems worth it to tap a level of fighter...
i was giving up hope on this silly build, but...


IejirIsk wrote:

was thinking quick. though could never think what to do with the other stats, cause dont need more than 11, maybe 15 int.

Didnt think of shooting quick MM, followed by ready if he casts a spell to blast him with say 3d4+3... [6,15] damage, making a hella concentration check...

thought dex cause bow/crossbow
but, with still spell, especially tagged on everything, can sit and wear armour...
almost seems worth it to tap a level of fighter...
i was giving up hope on this silly build, but...

It's actually not that silly. It's arguably an amazingly efficient anti-caster-caster. You can take Preferred Spell as early as 5th level, at which point you never have to prepare magic missile again. Ever. At that point, you can load your slots down with spells like...

1st - Shield, Feather Fall, Enlarge/Reduce Person
2nd - Resist Energy, Mirror Image, Alter Self
3rd - Dispel Magic, Haste, Heroism, Wind Wall
4th - Lesser Globe of Invulnerability, Fire Shield, Resilient Sphere, Greater Invisibility
5th - Overland Flight, Waves of Fatigue, Dismissal, Teleport

Notice none of these spells require saving throws. Only caster level (if even that). :P

Once you had the option to spontaneously cast Dispels (via Spell Specialization/Greater Specialization) you could drop those as well. The idea with this proposed build is pretty simple. Blast everything you want with magic missiles while having plenty of utility and party support. Also, you'll laugh at incorporeal foes like ghosts, shadows, and wraiths. :P

If you want to keep a low Int and mix martial, consider Eldritch Knight. You lose 2 caster levels but you can easily reach CL 18 with a +15/+10/+5 BAB and you could wear some armor (though this would kill a lot of the potential versatility you have).

However, going a strong Intelligence route, greater spell focus, and spell perfection could make Dazing Spell incredibly worth it. You might not realize it, but literally nothing in the game is immune to Dazing (at least in core), so Dazing spell is really good. Being able to split a magic missile across 5 targets with a strong kicker vs losing 1+ rounds of actions is a huge way to disturb enemies. Since you can apply metamagic on the fly, you can use Disrupting spell vs casters and Dazing spell vs martials (targets will save when anchored to Magic Missile). Mix with Heighten Spell and you can get better save DCs and longer Dazes (but Spell Perfection + Greater Spell Focus = 10 + spell level + Intelligence +4 for your save DCs).


So, if i readied a Disrupting MM on spellcast...

would he need to make 2 concent checks? once for Disrupting, and once for damage?


and yea, if doing nothing but blasting, could certainly afford full-round casts. May have to think on this...

Love the Feedback on a silly idea that apparently could be viable.

Any others are appreciated.


Just a quick note:

Intensified does nothing for Magic Missile. Intensified only increases the damage of spells, not the number of missiles or anything else.


Ashiel is a tough act to follow...

Way back in the dim dawn of antediluvian roleplaying, I had an Illusionist in AD&D. Illusionists gained the ability to split their seventh level spells into seven first level spells. Back then magic missile wasn't maxed, you just kept gaining more as you leveled. And my illusionist had a "ring of wizardry" which doubled first level spells...

While he didn't focus on magic missile, his first level spell slots (and he had a ton of them) were filled with magic missiles and he used them liberally in combat (this was before the days of metamagic feats and heightened spells and the like).

However, one of his favorite tricks was to shoot dragons out of the sky with his magic missiles.

He was a friggin' gatlin gun of force projectiles. It was sorta crazy, actually.

Was he fun to play with his flickering fingers of force frickin' death?

Hell yeah he was fun.

Shadow Lodge

mplindustries wrote:

Just a quick note:

Intensified does nothing for Magic Missile. Intensified only increases the damage of spells, not the number of missiles or anything else.

This is true. However, if you're playing in a home game (which I assume you are), you could probably convince your DM pretty easily to allow this to apply or better yet, to allow a homebrew feat that does the same thing, but only for MM. It would be excellent flavor for a magic missile specialist to create a means of altering that exact spell.


mplindustries wrote:

Just a quick note:

Intensified does nothing for Magic Missile. Intensified only increases the damage of spells, not the number of missiles or anything else.

Well, I was going to edit it out of the post with a note that it was a mistake when you mentioned that (using a forum bug I know of to edit after 1 hour), but it appears they either fixed it or it's not working. So unfortunately it's gonna have to stay. :\

IejirIsk wrote:

So, if i readied a Disrupting MM on spellcast...

would he need to make 2 concent checks? once for Disrupting, and once for damage?

Yes, you would. One for the damage, one for the Disrupting. Such is the way of it. This is basically why it's an excellent anti-caster build. :)

Shadow Lodge

Here's an idea: Take the Generation subschool of Evocation. It replaces Intense Spells with Lingering Evocations, which adds half your wizard level to the duration of any non-instantaneous spell you cast. So the targets of your Dazing missiles would be dazed for a whole lot longer.

*Disclaimer: I'm not totally sure if this works by RAW. There's probably some grey area, so definitely ask your GM first.

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