Quote Originally Posted by Mephit View Post
There's a metamagic feat that removes the damage limits,
Never heard of it.

If you mean Enhance Spell, that's an Epic feat.

Anyway, some thoughts:

Feats and items:
Invisible Needle (CMag) or Blade of Force (CMag) gives you a +1 competence bonus on caster level.

Robe of Arcane Might (MIC, 21000) also provides a +1 competence bonus (and a +4 armor bonus).

Arcanist's Gloves (MIC, 500) provide a +2 unnamed bonus on caster level on a 1st level spell 2/day.

A Ring of Arcane Might (MIC, 20000) and the Orange Prism ioun stone both provide a +1 unnamed bonus to caster level.

A Third Eye - Penetrate (MIC, 8000) provides a +2 on checks to overcome spell resistance. With +4 from Spell Penetration and Greater Spell Penetration and higher caster level in general you should be blasting through SR no problem.

Don't underestimate the argent savant - it's +1 per damage die, so it can add more than 1 damage, especially if the DM allows it to be empowered along with the regular damage.

Spells:

The Spell Matrix spells (lv5,7,9, SpC) let you fire off more MMs at high levels.

Arcane Spellsurge (lv7, DragMagic) allows a sorcerer to fire two spells per round without Quicken Spell.

Arcane Fusion (lv5 sorc, CMag) also lets you cast two spells as a standard action.

Use Imbue Familiar With Spell Ability (lv6, SpC) to get even more missiles in the air at once.

Chain Missile (lv3, SpC) is Magic Missile's more powerful big brother. Higher damage cap, secondary targets. Still can't beat shield.


Once you start looking there are a lot of force spells out there. You can stick to a theme and still damage opponents immune to Magic Missile.