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Thread: Magic Missile Build?
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2008-11-24, 03:14 PM (ISO 8601)
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Re: Magic Missile Build?
sorry paul, sacrifice a prepared spell or spell slot to cast magic missile won't give you the cast time of the sacrificed spell, it would still be a standard casting of magic missile.
the gloves are still nice for a magic missile focused caster, he could prepare more utility spells and spontaneously convert them to magic missiles as needed.Doug
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2008-11-24, 04:19 PM (ISO 8601)
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2008-11-24, 04:19 PM (ISO 8601)
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Re: Magic Missile Build?
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2008-11-24, 05:41 PM (ISO 8601)
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Re: Magic Missile Build?
heres a build i did while bored for this
Level | class | feat
1. Warmage 1 | Combat casting & Iron will
2. Warmage 2
3. Warmage 3 | Quicken spell
4. Warmage 4
5. Warmage 5
6. Warmage 5/FFM 1 | Force needle
7. Warmage 5/FFM 2
8. Warmage 5/FFM 3
9. Warmage 5/FFM 4 | Blade of force
10. Warmage 5/FFM 5
11. Warmage 6/FFm 5
12. Warmage 6/FFm 5/ Argent Sevant 1 | Arcane thesis(MM)
13. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 1 | Twin spell
14. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 2
15. Warmage 6/FFm 5/ Argent Sevant 2 / Incantrix 3| resedual Magic
16. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 4| Maximise spell
17. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 5
18. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 6|
19. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 7| Empower Spell
20. Warmage 6/FFm 5/ Argent Sevant 2/ Incantrix 8When the end comes i shall remember you.
I sorry i fail Englimish...(appologise for Spelling/Grammer Errors) Please don't correct my spelling or grammer eaither.
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2008-11-24, 06:04 PM (ISO 8601)
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Re: Magic Missile Build?
Correct me if I'm wrong, but doesn't Warmage suffer from the same Casting-Time increases as Sorcerors when applying metamagic feats? If so, doesn't that make Quicken Spell redundant?
This is why people prefer sorceror: the alternate feature in PHBII that allows you to give up your familiar to let you cast Meta spells like a Wizard."They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2008-11-24, 06:19 PM (ISO 8601)
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Re: Magic Missile Build?
All spontaneous casters suffer from Quicken Spell redundancy, unless they mitigate it somehow. Like, by not playing a spontaneous caster.
Last edited by hotel_papa; 2008-11-24 at 06:19 PM.
Was HP before HP was cool.
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2008-11-24, 06:22 PM (ISO 8601)
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2008-11-24, 11:04 PM (ISO 8601)
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Re: Magic Missile Build?
There has to be a way to sneak in IGMS from the Neverwinter Nights game into pnp and convince your DM to let all of this work on that spell.
For reference:
http://nwn.wikia.com/wiki/Isaac%27s_..._missile_storm
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2008-11-24, 11:13 PM (ISO 8601)
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Re: Magic Missile Build?
Let's see, take Disintegrate and remove both the attack roll and the save... Yeah, that's balanced.
There's a reason I like to call that spell Isaac's Greater Munchkin Swarm.Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
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2008-11-24, 11:59 PM (ISO 8601)
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Re: Magic Missile Build?
Rod of Many Wands: Wand of Greater Arcane Fusion x3. (Full round action)
Each Greater Arcane Fusion is used to cast Arcane Fusion and Force Missile.
Each Arcane Fusion is used to cast Force Missile and Magic Missile.
So that's 6 x Force Missile and 3 x Magic Missile.
Then you cast Greater Celerity and do it again.
Total: 12 x Force Missile, 6 x Magic Missile.
Terribly inefficient, but come on, Magic Missile Massacre."Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard, task mage
STFUitP
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2008-11-25, 12:07 AM (ISO 8601)
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Re: Magic Missile Build?
Let's see, take Disintegrate and remove both the attack roll and the save... Yeah, that's balanced.
Sure it's on the imba side of the NWN spectrum but it doesn't really compare to some of the stuff real melee builds did there.
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2008-11-25, 01:21 AM (ISO 8601)
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2008-11-25, 02:13 AM (ISO 8601)
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2008-11-25, 02:41 AM (ISO 8601)
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Re: Magic Missile Build?
Curses, foiled again. Been so long since I've used a Wand with a character that I forgot about the spell level cap.
I apologize for not catching that myself. I must've been blinded by the awesome.Last edited by OzymandiasVolt; 2008-11-25 at 02:43 AM.
"Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard, task mage
STFUitP
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2008-11-25, 05:29 AM (ISO 8601)
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Re: Magic Missile Build?
So this thread has piqued my interest, so I'm gonna try making a version for a level 15 campaign of my brothers. I'm thinking of Sorceror 6 (Metamagic Variant)/FMM 5/Argent Savant 4
Feats
1 Combat Casting, H Empower
3 Maximize
6 Twin
9 Arcane Thesis (MM)
12 Quicken
15 ???
I'm not sure what to take for level 15, or what feats to take if flaws are allowed (need to clarify).
Spells I intend to take.
Mage Armor
Magic Missile
Greater Mage Armor
Shield
Those other missile spells
Arcane Fusion (Won't have access to greater yet)
Any other spells I should take? And what magic items should I get, besides the Cloak of Charisma +6?"They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2008-11-25, 08:44 AM (ISO 8601)
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2008-11-25, 09:37 AM (ISO 8601)
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Re: Magic Missile Build?
I believe you mean Combat Casting, and yes, it's a pre-req for the FMM Prestige Class. I've already got Empower as a Human Bonus feat, as for the (Greater) Mage Armor thing, having five force spells is a prereq for the Argent class, but I see your point.
"They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2008-11-25, 10:56 AM (ISO 8601)
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Re: Magic Missile Build?
Try making a one-spell stave or a scepter.
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2008-11-25, 12:36 PM (ISO 8601)
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Re: Magic Missile Build?
Aside from the spell's obvious flavorfulness, the Argent Savant does give you a +2 bonus on armor and shield bonuses, which is good for a +8 bonus with Greater Mage Armor. I'd say that's worth a 3rd level spell slot per day.
Not to mention the free shield spell as an immeadiate action, good for another +6Combine that with some deflection bonuses and still a maximum Dex bonus, and you're going to be pretty hard to hit.
Be sure to take Explosive Runes.
Oh, and you might want to consider taking the Chain Missile spell (Sp Comp) instead of the MM for high levels. Someone suggested it for my build, and I have to say it's a good spell.
It's identical to MM, except:
- Your missiles hit one target initially, then spring to another target, dealing the same damage.
- It's damage cap is at 10 missiles. (1 per 2CL)
- It's 3rd level.Last edited by Mephit; 2008-11-25 at 12:42 PM.
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2008-11-25, 01:14 PM (ISO 8601)
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Re: Magic Missile Build?
Now consider what happens when you apply Chain Spell to chain missile.
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2008-11-25, 01:20 PM (ISO 8601)
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Re: Magic Missile Build?
Hi
The Chain Missile (SpC) is a good spell. It's also a good reason for Warmage, since all the secondary targets also get Edge/Extra Edge damage added. Just take it as Advanced Learning at 6th lvl.
Don't forget that the 'Sudden' series of metamagic feats (Sudden Empower - Warmage 7th), do not increase casting time for spont casters. So a Rod of Sudden Quicken can be used by Warmages.
Still yet to be convinced that Warmage isn't the answer. Plenty of feats like the Fey Heritage series, Arcane Disciple, etc that allow you to add utility spells to those known. High level campaigns just play Warmage/Rainbow Servant for full Cleric list, but that's off topic.....
Cheers
Paul HLast edited by Paul H; 2008-11-25 at 01:26 PM.
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2008-11-25, 01:40 PM (ISO 8601)
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2008-11-25, 02:19 PM (ISO 8601)
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Re: Magic Missile Build?
It's worse than that.
Targets A, B, C, D, and E are all within range.
Tim the Enchanter casts chained chain missile on Target A. Target A is affected by primary effect, secondary effect chains to Targets B, C, D, and E.
Then, the chained primary effect chains to B, C, D, and E. Each one has their secondary effect chain to the other targets: B chains secondary effects to A, C, D, and E; C chains secondary effects to A, B, D, and E; D chains secondary effects to A, B, C, and E; E chains secondary effects to A, B, C, and D.
In short, it's exponential: the more targets, the more hits.Wiki - Q&A - FB - LIn - Tw
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2008-11-25, 04:40 PM (ISO 8601)
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2008-11-25, 07:19 PM (ISO 8601)
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Re: Magic Missile Build?
So my spell list so far:
9/5/5/4/4/3/2
0th
Prestidigitation, Detect Magic, Read Magic, ???, ???, ???, ???, ???, ???
1st
Magic Missile, Shield, ???, ???, ???
2nd
Scorching Ray, ???, ???, ???, ???
3rd
Greater Mage Armor, Haste, Chain Missile, Explosive Runes
4th
Force Missile, ???, ???, ???
5th
Overland Flight, Arcane Fusion, ???
6th
???, ???
What other spells would I pick in order to also contribute as a team player?"They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2008-11-26, 08:42 AM (ISO 8601)
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Suggestions
My list for Sorc 13 casting.
Theme: Descendant of a force dragon, master of invisible force fields.
1 (5): Shield, Magic Missile, Wings of Swift Flying (RacDrag), Greater Mage Hand (SpC) [invisible force lifts object], Persistent Blade (SpC)
2 (5): Wings of Cover (RacDrag) (!), See Invisible [see invisible force], Battering Ram (SpC), Gust of Wind [invisible force makes the air move], Greater Slide (SpC) [invisible force moves creature]
3 (4): Greater Mage Armor, Chain Missile (SpC), Laeral's Silver Lance (Waterdeep), Dragonskin (SpC) [ask for "force resistance" instead of energy resistance]
4 (4): Orb of Force (SpC), Wings of Flurry (RacDrag), Resilient Sphere, Forcewave (SpC)
5 (3): Wall of Force, Arcane Fusion (CMag), Overland Flight [you are carried aloft by invisible force]
6 (2): Crushing Sphere (LEoF), Disintegrate [dismantle the invisible force that holds matter together]
It should provide a good combination of offense, defense, battlefield control and utility. Ask if you're wondering why a spell is on the list. (Though a few are mostly fillers, since it was hard to find good force/"forcy" spells for low levels.
Feat suggestions (based on your list):
1 Combat Casting, H Draconic Heritage (RacDrag)
3 Empower Spell
6 Practiced Spellcaster (CArc)
9 Arcane Thesis (MM) (PHBII)
12 Quicken Spell
15 Twin Spell (CArc)
Draconic Heritage makes you dragonblooded, which helps with certain spells. Practiced Spellcaster makes up for the lost caster levels. I'd probably also drop Quicken. One more level and you can get the Arcane Spellsurge spell from Dragon Magic, and cast two spells (3 with Arcane Fusion) per round without a level increase. Spell Penetration, Force Needle (CMag) or Martial Weapon Proficiency (for Abjurant Champion PrC) are good replacements, as is another metamagic feat of some sort (Chain?).
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2008-11-26, 08:49 AM (ISO 8601)
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Re: Suggestions
Last edited by Mephit; 2008-11-26 at 08:50 AM.
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2008-11-26, 08:59 AM (ISO 8601)
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2008-11-26, 05:02 PM (ISO 8601)
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Re: Magic Missile Build?
I like the Forcemage theme, but I dunno about the Draconic Heritage. And Arcane Spellsurge still only lets you cast one spell with a normal casting time of swift in a round, and I don't have many spells that are different from a standard action.
What about (non-Charisma-boosting) magic items? I was thinking about Ring of Wizardry III and/or IV, as my metamagic'd Magic Missiles will usually end up at these levels."They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2008-11-26, 06:12 PM (ISO 8601)
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Re: Magic Missile Build?
Draconic Heritage/dragonblood is mostly useful for Wings of Cover (protect allies) and Arcane Spellsurge (cast as swift action). Without those spells it's not worth it.
The big deal with Arcane Spellsurge is that "a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round".
So instead of (for example) a level 4 Quickened MM (swift) and a regular MM (standard) you can cast a level 4 Twinned MM (standard) and a regular MM (swift). Or Arcane Fusion and a metamagiced MM. And you can use it on more than 3+Int mod spells per day.
As for items, rings of wizardry are very expensive. I wouldn't bother. (I may post some suggestions later if I have time.)Last edited by Iku Rex; 2008-11-26 at 06:12 PM.