Help with a favored soul

Post/Author/DateTimePost
#1

wormyxl

May 21, 2009 15:09:45
Hey is there any way to add magic missile to the cleric spell list so that a favored soul can pick it up? I was thinking Extra Spell from CA since it doesn't specify that the spell has to be on the class list in the first place.

thanks in advance,
Wormyxl
#2

muertog

May 21, 2009 15:20:04
Hey is there any way to add magic missile to the cleric spell list so that a favored soul can pick it up? I was thinking Extra Spell from CA since it doesn't specify that the spell has to be on the class list in the first place.

thanks in advance,
Wormyxl

Extra Spell is a feat that is contested and interpreted either way. You aren't going to get an answer that will make you happy here, so I just suggest that you talk w/ your DM and see what he says.

I would lean towards just taking a reserve feat (and possibly heighten spell) such as the acidic splatter one, but your milage may vary.
#3

carnivore

May 21, 2009 15:40:42
Contemplative .... take the Force Domain:

Force Domain
Force (CDiv p138)
Reroll the damage of a weapon, spell, or an ability and take the better of the two. Usable 1/day as a Supernatural ability.
1st Mage Armor(PH p249)
1hr/lv(D)>
– Touched subject gains +4 Armor bonus to AC.

2nd Magic Missile(PH p251)
SR applies>
– Generate one 1d4+1 Force damage missile per
2 levels (max 5 missiles) that automatically
hit (unless the target has Total Cover or Total
Concealment). All targets must be within a
15’ area. Inanimate objects cannot be
targeted.

3rd Blast of Force(CDiv p153)
Instantaneous, Fort½, SR applies>
– Does 1d6 Force damage per 2 lvls (max 5d6)
(no save), plus knocked Prone (FortNeg –
target applies his/her size & stability modifiers
against a Bull Rush to the save roll).

4th Otiluke’s Resilient Sphere(PH p258)
of gum arabic), 1StdAct, Close-range, 1min/lvl(D),
RefNeg, SR applies>
– An immobile sphere of Force 1’ per level in
diameter protects but traps one subject small
enough to fit within it.
This spell is Cancelled by Disintegrate.

5th Wall of Force(PH p298)
Close-range, 1min/lvl(D), no SR>
– Creates an Invisible, immobile vertical wall of
up to one contiguous 10’ square per level.
The wall is immune to all damage & most
magic (including Dispel Magic). Spells &
breath weapons cannot go through the wall,
but gaze attacks & teleportation can.
This spell is Dispelled by Disintegrate &
Mordenkainen’s Disjunction. It is immune to
Dispel Magic.

6th Repulsion(PH p271)
the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR
applies>
– Creatures cannot approach the caster within an
invisible circle of up to 10’ radius per level
Emanation. The circle moves with the caster,
but cannot push creatures back. The caster
can still be attacked with spells & ranged
weapons.

7th Forcecage(PH p232)
Close-range, 2hrs/lvl(D), no save, no SR>
– Creates a six-sided box of invisible force
walls. The walls is immune to all damage &
most magic (including Dispel Magic). The
cube can be of two configurations:
a) Barred Cage – 20’ cube with 6” bands of
force alternating with 6” gaps; or
b) Windowless Cell – 10’ cube with six solid
walls.
Teleportation & Astral travel can escape the
spell, but not spells based on Ethereal travel.

8th Otiluke’s Telekinetic Sphere(PH p258)
1StdAct, Close-range, 1min/lvl(D), RefNeg, SR
applies>
– A sphere of Force 1’ per level in diameter
protects but traps one subject small enough to
fit within it.
If the contents of the sphere weigh 5,000
pounds or less, the caster can telekinetically
move the sphere within Medium-range.
Moving the sphere requires a Standard Action
and results in the sphere moving 30’. If the
caster does not move the sphere or
concentration is disturbed, the sphere stops,
or falls at a rate of 60’ if in the air (landing at
this speed does no damage).
The caster can move the sphere from within.
This spell is Cancelled by Disintegrate.

9th Bigby’s Crushing Hand(PH p203)
1StdAct, Medium-range, 1rnd/lvl(D), SR applies>
– Creates a magical 10’x10’ hand which stays
in between the creator & a designated target
and either
a) tries to push the target away (treat as a
Bull’s Rush at +18) up to the spell’s range;
b) attempts to grapple to target (Touch check:
+11 + Caster level + Primary Stat
modifier; Grapple check: +16 + Caster
level + Primary Stat modifier; Damage:
2d6+12 normal damage)
The hand may also be directed to interpose itself
between the caster and a target, or Bull Rush
an opponent with an attack bonus of (Caster
level + Primary Stat modifier + 18).
The hand also provide a +4 Cover bonus to AC
for the caster against that target. The target
can be changed as a Move Action. The hand
has the caster’s normal hit points & saving
throw and has an AC of 20.