Arcane Bolt v. Magic Missile

JoeBlank

Explorer
Making a sorcerer PC for the first time, and I will probably take Magic Missile. But what about Arcane Bolt, from WoTC's Spellbook feature?:
http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20001001a

It is basically a Magic Missile which does 1d6+1 damage per bolt but allows a Reflex save for half damage.

Advantages: A little more damage on average at first, even more damage if I eventually take Empower Spell or Maximize Spell.

Disadvantage: Less damage against opponents with good Reflex saves, and no damage against opponents with Evasion.

I like the gamble of doing more damage sometimes, and less when the save is made. Going with Arcane Bolt seemed a sure thing until I remembered those pesky rogues and monks. I guess I could just resort to some other spell against them. Do many monsters have Evasion? I don't think I have come across any.

Opinions and advice? Which spell do you prefer?
 
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I like Magic Missile. In my experience, baddies will make that Reflex save, especially when you really want them to fail. There's no chance of missing here.

Also, I wouldn't take MM as a begining sorcerer. Take your chances with the light crossbow, because you probably have a decent DEX, and it'll do more damage than MM. Pick up MM when you'll be able to sling 2 of 'em off.
 

Magic Missile is a great all-around spell. No save, so the fact that it's level 1 doesn't hurt; scales well, so Sorcerers don't feel bad about taking it; isn't affected by DR or elemental resistances, so it doesn't really matter what the target has (other than SR, that is). You can split it across up to 5 targets at no penalty, which is rare for attack spells (they tend to either be single-target, or area-effect spells where you might hit friends).

In other words, no downsides. So, it's a psychology thing; most casters want at least one spell they can depend on, and MM is it. It's not like 3E Haste, where it's always the first spell you cast; you might not cast it at all, but it's the fallback, so when you DO need it you're happy.
Adding a save, no matter how much you compensate, just makes it less attractive. Is Arcane Bolt balanced? Sure. But given the choice, I'd go with MM.

Personally, I think it's a slightly overpowered spell. What I'd have loved to see: each missile only does 1d3 damage, but dazes the target a bit, forcing him to make a Concentration check to cast a spell on his next turn (DC 5 + spell level + amount of Magic Missile damage taken that turn). If he has to make a Concentration check for any other reason, only make one check with whichever DC is higher.
Basically, make it an anti-caster attack, with respectable damage against other enemies.

It'd also make it easy to design higher-level upgrades; the DC formula wouldn't change, just the damage per missile and number of missiles.
 

If Arcane Bolt was 1d6+2 rather than 1d6+1 (an higher minima), OK, I could accept the gamble. But since my damage rolls are always the minimum possible on the die (which makes me think the day when I'll finally play an epic wizard and cast a 25d6 meteor swarm, I'll tear a hole in the fabric of reality and disappear in a vortex of statistical anomaly), and given that enemies always make their saves, always, arcane bolt just sucks.
 

Magic Missle just sounds cooler :) Plus, esp for an evoker, its nice to have one spell you can depend on hitting rogues (shield spell and effects notwithstanding).

Technik
 

Sleep is da bomb for a Sor1, combat-wise, IMHO. :D

EDIT: Though Color Spray doesn't stink, either.
 
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kengar said:
Sleep is da bomb for a Sor1, combat-wise, IMHO. :D

EDIT: Though Color Spray doesn't stink, either.

They both stink, for someone who plans to play a sorcerer for the long haul. Once you hit about sixth level, the hit die limits on those spell effects mean that you will never, ever cast them again. No biggie for a wizard-just learn some different first-level spells. (Eg. magic missile.) But a sorcerer is stuck with them forever as one of his handful of first-levels. :(
 

I would take Arcane Bolt if it had no save but required a ranged Touch Attack. Otherwise, Magic Missle all the way.
 

I gotta tell ya'...if Arcane Bolt required a ranged touch attack roll with a Fort save (instead of a Reflex), I'd be all over it. At least that would open the possibility of criticals and sneak attacks.
 
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Christian said:


They both stink, for someone who plans to play a sorcerer for the long haul. Once you hit about sixth level, the hit die limits on those spell effects mean that you will never, ever cast them again. No biggie for a wizard-just learn some different first-level spells. (Eg. magic missile.) But a sorcerer is stuck with them forever as one of his handful of first-levels. :(

The truth is, whether Wiz or Sor, most casters don't fiddle much with their low-level spells once they are more powerful. Atleast, not that I've seen.

IMC, we have a Sor8 who started w/ Sleep. He used this to great effect for several levels. WILL saves tend to be wimpy among CR1 grunts. He ruled low-level combat, even moreso than the Barbarian.
 

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