Magic Missile Maelstrom (3.5e Spell)

''My god... I... I think we just killed the Darkness.''

Magic Missile, staple of blast spells. Reliable, hard to resist, never misses, and always there for you. There are plenty of better spells, but Magic Missile is your spell you can count on. But sometimes, you just need more dakka. And so... wizards created Magic Missile's big brother...

A swarm of missiles of magical energy darts forth from your hand and strikes their targets. Each missile deals 1d6+1 points of force damage. Like magic missile, each missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

You fire two missiles per caster level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. The magic missiles ignore the effect of the shield spell and similar effects which negate magic missile. Each round after the initial flurry, you can can spend a swift action to maintain the release of missiles, though you only fire one missile per caster level in subsequent rounds.

Magic Missile Maelstrom counts as Magic Missile for the purposes of spells, feats, and effects which interact with it (with the exception of shield effects, which it ignores as mentioned above).