Magic Cannonier [Archive] - Wizards Community

Post/Author/DateTimePost
Xavon

02-03-08, 02:34 PM
Magic Cannonier

"Regik, present your spellbook," the headmaster instructed. With a self-assured grin, the half-elf complied.

"Magic Missile, Silent Magic Missile, Maximized Magic Missile..." the teaching wizard grew more annoyed with each entry, "Regik, the only spell in this book is Magic Missile!"

"Yup," the arcane student nodded, smiling even wider.

"What do you intend to do with a repertoire consisting mostly of Magic Missile variations?"

"Adventuring," Regik answered.

"Alright," the headmaster sighed, returning the tome, "Next is Myra..."


Magic Missile is a very useful spell. Few arcane casters are without it. But some take their love of the seminal spell more seriously, expanding it to new heights. These are the Magic Cannoniers.

Alignment: Magic Cannoniers can be any alignment.

Other Classes: As per the original arcane caster class. However many arcane casters consider the Magic Cannonier to be too limited, too focused.

Adventure: Given that Magic Missile is an attack spell, adventuring and military service are the primary choices for a Magic Cannoier.

Game Rule Information
Magic Cannoiers have the following game statistics.
Abilities: As per the original arcane caster class. Magic Cannoiers have no special abilities tied to any attribute.
Alignment: Any
Hit Die: 1d6

Requirements
To qualify to become a Magic Cannoier, a character must fulfill all the following requirements.
Abilities: The ability to cast Magic Missile; the ability to cast 3rd level arcane spells.
Special: Must have killed a foe with a Magic Missile enhanced by metamagic.

Class Skills
The Magic Cannoier's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
Skills Points at Each Additional Level: 2 + Int Modifier


Table: Magic Cannonier
Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Sharpen the Missile, Learned Ammunition
2 +1 +3 +0 +3 +1 level of arcane caster
3 +2 +3 +1 +3 +1 level of arcane caster, Spread Missile
4 +3 +4 +1 +4 +1 level of arcane caster
5 +3 +4 +2 +4 +1 level of arcane caster, Magic Barrage


Class Features
All of the following are class features of the Magic Cannoier.
Weapon and Armor Proficiency: The Magic Cannoier gains no additional weapon or armor proficiencies.

Sharpen the Missile: A Magic Cannonier’s Magic Missile is stronger than normal. Each missile from the spell does 1d6 + 2 damage (instead of the normal 1d4 + 1).

Learned Ammunition: A Magic Cannonier understands that as it stands, Magic Missile is a somewhat weak spell, not suitable for battle against more powerful foes. To make up for this, she crafts enhanced versions of the spells.
The Magical Cannonier can learn (either by writing in her spell book, or by devoting a known spell slot) metamagic versions Magic Missile, even if she does not have the prerequisite metamagic feat.
i.e. Regik is a Sorcerer 10/Cannonier 2. He gains his third level of Cannonier, becoming the equivalent of a 12th level sorcerer. He gains one 6th level known. He chooses empowered, maximized magic missile as his 6th level spell, even though he does not have the Empower Spell feat. Because this is a known spell, it does not take a full round to cast.

Spells per Day/Spells Known: At every level after first, the Magic Cannonier gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class. She does not gain any other benefits of the class (HP, bonus feats, etc.) Is she had more than one arcane spellcasting class, she must decide which spellcasting class gains the benefit of this ability.

Spread Missile: A Magic Cannonier can divide her missiles more easily. When she casts Magic Missile, the maximum distance between all the targets of the missiles increases by 5’ per Magic Cannonier level (i.e. a 3rd level Cannonier can split her missiles between targets up to 30’ apart).

Magic Barrage: When a Magic Cannonier casts Magic Missile using a spell slot higher than 1st level, she gains one addition missile for each extra spell level. This benefit is gained whether the spell is cast normally using a higher level slot, enhanced normally with metamagic, or specially learned via Learned Ammunition.
i.e. Regik finally masters Magic Cannonier (Sorcerer 10/Cannonier 5). His empowered, maximized magic missile now shoots 10 missiles, instead of 5.
dman11235

02-03-08, 03:16 PM
Might want to take a look at the Force Missle Mage in the Dragon Compendium. It's a Magic Missle specialist.
DonThelonious

02-04-08, 02:30 AM
dman is right. As this stands the ability to deal 1d6+2 is a pinch overpowered. In earlier editions the Magic Missle spell did 1d6 and it was cheese than. Also, iirc, there is a spell that nullifies MM.

Edit: Here it is (http://www.d20srd.org/srd/spells/shield.htm). Its the Shield spell and its a level 1 arcane spell. It even says that it negates MM.