FORCE MAGE
Force Specialization (Su):
A force mage gains a pool of force points equal to 3 + his Intelligence modifier. As a standard action, he can expend one point from his force pool to create a tool, weapon, projectile, or armor. This replaces arcane school.
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Tool: You conjure a simple tool of your choice that could be reproduced by a traveler's any-tool. This lasts for 1 minute per wizard level. At 5th level, this functions as a masterwork tool that grants a +2 circumstance bonus to appropriate skill checks. This bonus increases by an additional +1 at 9th level and every four levels thereafter.
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Weapon: You create a simple or martial weapon that functions as spiritual weapon using your Intelligence modifier to determine its attack bonus. This lasts for 1 round per wizard level. At 7th level, this instead functions as spiritual ally. At 13th level, the spiritual ally's critical threat range is doubled as the keen weapon property.
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Projectile: You can unleash a single missile that automatically hits its target as per magic missile. You unleash an additional magic missile at 4th level and every three levels thereafter to a maximum of seven missiles at 19th level.
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Armor: You conjure armor of force that acts as mage armor. This lasts for 10 minutes per level. This armor gains the light fortification property at 9th level and increases the granted AC bonus by +2 at 13th level.
Ablate Force (Sp):
At 5th level, a force mage can spend a force point as an immediate action to cast shield. At 11th level, after spending a force point to cast shield or conjure force armor, the force mage reflects enemy magic missiles as per spell turning for the duration of the effect. This replaces the arcane discoveries normally gained at 5th and 10th level.
Energy Missile (Ex):
At 7th level, a force mage becomes intimately attuned to the energies that compose force effects and can alter them in significant ways. He can choose to add the acid, cold, electricity, or fire descriptor to any offensive spell with the [force] descriptor (such as magic missile or battering blast). The type of energy added is chosen at the time of casting and affects all missiles created by a single casting. Spells altered in this way retain the [force] descriptor.
Overpowering Missile:
At 9th level, a force mage's force spells become especially potent. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with his force spells. In addition, his magic missiles can penetrate the shield spell with a DC 20 caster level check.