Magic Missile Supplement

by drsooz

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Magic Missile Supplement

A flash of light comes forth from the wizard's staff, before a million dazzling lights cloud your field of vision. You swivel around, seeing the horde of bandits behind you be reduced to dust, as every rainbow dart finds its target.


The mighty dragon roars, sending caustic breath towards you and your comrades. A cool-white glow engulfs you momentarily, and you find yourself and your allies unharmed.


The Magic Missile

Wizards who devote themselves to the Magic Missile are few and far between, but their power should not be underestimated. While many wizards are comfortable with being a jack in all trades, and a master of none, Magic Missile wizards are focused on getting the most out of their one spell -- the Magic Missile.


In This Module:


This supplement contains additional Magic Missile spells, along with a new sublcass for the Wizard class, focused around the Magic Missile.



All Magic Missile spells in this module can be taken by wizard or sorcerer. Additionally, this supplement contains a new mechanic for Magic Missile spells: Rotation. This mechanic is explained in depth on Page 4, with the addition of the new spell Magic Missile Reserve.

Table of Contents

1 Magic Missile Supplement
2 Magic Missile Spells: Lesser Magic Missile & Magic Missile (Revised)
3 Magic Missile Spells: Magic Missile Shield & Magic Missile Armor
4 Magic Missile Spells: Magic Missile Reserve
5 Magic Missile Spells: Magic Missile Swarm
6 Magic Missile Spells: Magic Missile Cataclysm
7 Magic Missile Spells: Magic Missile Catastrophe & Magic Missile Bulwark
8 Wizard Subclass: School of Magic Missile
9 Image Sources

Magic Missile Spells

Lesser Magic Missile

cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You may use counterclockwise Magic Missiles from your reserve to empower this spell, using them as additional counterclockwise Magic Missiles.


You create a counterclockwise Magic Missile. A Magic Missile hits a creature of your choice that you can see within range. A Magic Missile does 1d4 + 1 force damage to its target. The dart(s) all strike simultaneously and you can direct them to hit one creature or several.


The spell creates more than one counterclockwise Magic Missile when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. The counterclockwise Magic Missiles can be directed at the same target or different ones.

Magic Missile (Revised)

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You may use counterclockwise Magic Missiles from your reserve to empower this spell, using them as additional counterclockwise Magic Missiles.


You create three counterclockwise Magic Missiles. Each counterclockwise Magic Missile hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more counterclockwise Magic Missile for each slot level above 1st.






























Magic Missile Shield

2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes


You may use clockwise Magic Missiles from your reserve to empower this spell, using them as additional clockwise Magic Missiles.


Using your magical expertise, you guide your Magic Missiles to protect you, rather than seek out enemies.


You create three clockwise Magic Missiles. Each clockwise Magic Missile blocks 1d4 + 1 damage of the damage that you react to.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more clockwise Magic Missile for each slot level above 2nd.






















Magic Missile Armor

2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes


You may use clockwise Magic Missiles from your reserve to empower this spell, using them as additional clockwise Magic Missiles.


Using your magical expertise, you guide your Magic Missiles to protect someone, rather than seek out enemies.


You create two clockwise Magic Missiles. Each Magic Missile orbits around the target creature, and increases their AC by 1.


After a creature targets the target of this spell with an attack, remove one clockwise Magic Missile from the orbit of the attacked creature.


Whenever the concentration on this spell is ended willingly, you may choose to have any remaining clockwise Magic Missiles return to your reserve.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more clockwise Magic Missile for each slot level above 2nd.

Magic Missile Reserve

3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Permanent


Using your magical expertise, you guide your Magic Missiles to orbit you, rather than seek out enemies. You create three Magic Missiles in your reserve. Each Magic Missile is designated during the casting of this spell as either clockwise or counterclockwise. These missiles go into their corresponding orbit in your reserve. Each different orbit can have a maximum number of Magic Missiles equivalent to the level of your highest-level spell slot.


Whenever you cast a Magic Missile spell other than Magic Missile Reserve, you can use additional Magic Missiles from your reserve that are of the correct rotational direction to empower the spell.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more Magic Missile for each slot level above 2nd.

Spell Rotation

This supplement contains a new mechanic for Magic Missile spells: Rotation. A Magic Missile spell use either clockwise or counterclockwise Magic Missiles.

The caster can use additional Magic Missiles from their reserve to empower their Magic Missile spells. Every Magic Missile spell lists what types of Magic Missile it uses.

Example: Using Magic Missile Reserve

A caster currently has two counterclockwise Magic Missile, and one clockwise Magic Missile in their reserve. The caster's highest level spell splot is 3rd level, as they are level 5.

The caster then casts Magic Missile Reserve at 3rd level, creating three total Magic Missiles. As they can have a maximum of three Magic Missiles in any given orbit, they decide to designate one Magic Missile as counterclockwise, and the other two as clockwise.

The Caster now has three counterclockwise Magic Missiles, and three clockwise Magic Missiles in their reserve. If they decide to cast the spell again, the newly created missiles will dissipate, as both their counterclockwise and clockwise Magic Missile orbits cannot hold any more Magic Missiles.

Example: Using Magic Missiles from your Reserve

A caster currently has three counterclockwise Magic Missiles, and two clockwise Magic Missiles in their reserve. They cast Magic Missile (Revised) at 3rd level, creating five counterclockwise Magic Missiles. Following the spell description, the caster then decides to use all three of their counterclockwise missiles in their reserve to empower the spell. The spell now has a total of eight counterclockwise Magic Missiles, which are all then used as the spell denotes.

The caster cannot use his clockwise Magic Missiles in their reserve, as Magic Missile (Revised) denotes that it only uses counterclockwise Magic Missiles.

Magic Missile Swarm

4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute


You may use counterclockwise Magic Missiles from your reserve to empower this spell, using them as additional counterclockwise Magic Missiles.


You call forth a swarm of counterclockwise Magic Missiles at the targeted location. you may strike every creature within 30 feet of the Magic Missile Swarm with a single counterclockwise Magic Missile, dealing 1d4 + 1 force damage. You may send out a maximum of one additional counterclockwise Magic Missile per target using your reserve.


Additionally, each time a creature starts its turn within 30 feet of the Magic Missile Swarm, or moves within 30 feet of the Magic Missile Swarm, you may choose for the swarm to attack it with a single counterclockwise Magic Missile. You may send out a maximum of one additional counterclockwise Magic Missile per target using your reserve.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range of the Magic Missile Swarm is increased by 10 feet for each slot level above 5th level.

Magic Missile Cataclysm

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You may use Magic Missiles from any reserve to empower this spell, using them as additional Magic Missiles.


Using your magical expertise, you release the entirety of your Magic Missile arsenal at once, in a single destructive cataclysm.


You create five Magic Missiles of random rotation. Every Magic Missile used in this spell combines into one cataclysmic missile, which is then fired at a location within range. The cataclysmic missile creates an explosion: a sphere with a radius equal to half the total number of Magic Missiles used in this spell, rounded down. The cataclysmic Magic Missile does 2 force damage for every Magic Missile used in this spell to every target in the radius.


Due to the chaos caused by combining different types of Magic Missiles, the caster must then take 2 damage for every Magic Missile used in this spell. This damage is unavoidable, ignores temporary hit points, and cannot be modified in any manner.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more Magic Missile for each slot level above 5th.

Spells that use multiple types of Magic Missile

The three 5th level spells in this supplement are unique, in that they can use any type of magic missile.

Regardless of the types of Magic Missiles the caster decides to use for these spells, they will take the 2 damage for every Magic Missile used in the spell (including the ones generated by the spell).

This damage cannot be changed in any capacity. This means that increases or decreases to spell damage do not affect it. Additionally, as the damage is "typeless" it cannot be resisted, and the caster cannot become immune to this damage.

Simply put, the consequences of casting these powerful spells cannot be avoided in any way.

Magic Missile Catastrophe

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You may use Magic Missiles from any reserve to empower this spell, using them as additional Magic Missiles.


You create five Magic Missiles of random rotation. Every Magic Missile used in this spell combines into one catastrophic missile, which is then fired at a target within range. The catastrophic missile attacks a single target, doing massive damage. The catastrophic missile does 5 force damage for every Magic Missile used in this spell.


Due to the chaos caused by combining different types of Magic Missiles, the caster must then take 2 damage for every Magic Missile used in this spell. This damage is unavoidable, ignores temporary hit points, and cannot be modified in any manner.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more Magic Missile for each slot level above 5th.

Magic Missile Bulwark


5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You may use Magic Missiles from any reserve to empower this spell, using them as additional Magic Missiles.


You create five Magic Missiles of random rotation. Every Magic Missile used in this spell is modified to protect the targeted creatures. Choose a target for each Magic Missile used in this spell.






































Each Magic Missile grants the target 1d4 + 1 temporary hit points. You may choose for multiple Magic Missiles to target the same creature. If so, the temporary hit points from each missile are combined and applied at once.


Due to the chaos caused by combining different types of Magic Missiles, the caster must then take 2 damage for every Magic Missile used in this spell. This damage is unavoidable, ignores temporary hit points, and cannot be modified in any manner.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more Magic Missile for each slot level above 5th.

Wizard Subclass: School of Magic Missile


You focus your study on magic that solely deals with the Magic Missile. Throughout your experimentation, you perfect your magic at a cost -- complete and total dedication to your craft, and only your craft.

Magic Missile Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Magic Missile spell into your spellbook is halved.

Magic Missile Fanatic

Beginning when you select this school at 2nd level, your spellbook can only consist of Magic Missile spells. Additionally, you gain Lesser Magic Missile and two more cantrips from any spell list (cantrips are not listed in your spellbook, as they are prepared at all times).

Quick Missile

At 2nd level you have further honed your craft. Whenever you use an action to cast a Magic Missile wizard spell of 1st level or higher, you can use your bonus action to create a single additional Magic Missile. Whenever you create this additional Magic Missile, you have two options:


Create a Magic Missile and immediately attack a creature with it. One creature of your choice that you can see within 120 feet of you is hit by the Magic Missile and receives 1d4 + 1 force damage.


Create a clockwise or counterclockwise Magic Missile, and add it to your reserve. You cannot exceed the maximum amount of clockwise Magic Missiles in your reserve with this feature.

Elemental Missile

At 6th level you have learned to adapt when you need to. Whenever you cast a Magic Missile wizard spell of 1st level or higher, you can change the damage type of the darts from force damage to either fire, cold, or lightning. Additionally, the damage dealt by your Magic Missiles ignores resistances. Additionally, effects blocking Magic Missile (like Shield) will now halve the damage of your Magic Missiles, rather than nullify them.

Potent Missile

At 10th level you have learned to magnify the damage of your Magic Missiles. You can add your Intelligence modifier (minimum of +1) to any damage roll involving Magic Missiles. Additionally, whenever you cast a Magic Missile wizard spell of 1st level or higher, you can choose to create an additional Magic Missile. If you do, you must then take 2 force damage. This damage is unavoidable, ignores temporary hit points, and cannot be modified in any manner.

Enlightened Missile

At 14th level, you have achieved a breakthrough due to your dedication to the Magic Missile. Your Intelligence increases by 2, to a maximum of 22.

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