TEXT: Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Force Missile 
  Magic missile is a staple wizard spell, well-loved for its 
  versatility and stopping power. Your fondness for it, 
  however, borders on obsession. You focus your studies on 
  this spell, exploring every rune of the spell's secrets and 
  pressing its power to the limits, resulting in new 
  augmentations and variations on the spell. 
  Bonus Missile 
  Beginning when you select this tradition at 2nd level, you 
  learn the spell magic missile, if you do not know it already. 
  Additionally, when you cast this spell, you fire 1 additional 
  dart, as if the spell was cast using a higher level spell slot. 
  The additional number of missiles increases by 1 at 6th 
  level (2 additional missiles), 10th level (3 additional 
  missiles), and 14th level (4 additional missiles). 
  Missile Magician 
  At 2nd level, you can cast magic missile a number of times 
  equal to your Intelligence modifier, or half your wizard 
  level, whichever is lower, without using a spell slot. You 
  regain all expended uses when you complete a long rest. 
       If you choose magic missile for the Spell Mastery 
  feature at 18th level, it is cast as if using a higher level spell 
  slot (5 additional missiles.) 
  Shield of Missiles 
  By 6th level, as an action expending one casting of magic 
  missile, you can cast your missiles around you in a tight 
  orbit, providing a deadly aegis from your foes. For 1 
  minute, your armor class equals 10 + the number of 
  missiles orbiting you, which begins as the number of 
  missiles fired, to a maximum of 8. Whenever an enemy  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ends its turn adjacent to you, a single missile strikes it, 
  dealing damage as normal and decreasing the number of 
  missiles orbiting you, and also decreasing your bonus to 
  armor class. After using this ability, you may not use it 
  again until you complete a short or long rest. 
  Energy Missile 
  By 10th level you have become intimately attuned to the 
  energies that compose the spell magic missile and may alter 
  them in significant ways. During casting, you may change 
  the damage dealt by your magic missile to acid, cold, fire, 
  or lightning. 
  Overpowering Missile 
  By 14th level, your missiles become especially potent. 
  Your magic missile ignores resistance. If a creature is 
  immune to your magic missile, or is under the effect of the 
  shield spell, it is treated as only having resistance against it. 
       Additionally, your magic missile spell can deal 
  maximum damage. After doing this, you cannot do so again 
  until completing a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Force Missile.pdf