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Loremaster wizard (energy type change and +2d10 per target for extra level 1 spell slot) + magic missile. I dont think this is broken do you?
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<blockquote data-quote="Dausuul" data-source="post: 7871841" data-attributes="member: 58197"><p>For anyone confused about the context, this is in reference to an old Unearthed Arcana: <a href="https://media.wizards.com/2017/dnd/downloads/20170213_wizrd_wrlck_uav2_i48nf.pdf" target="_blank">https://media.wizards.com/2017/dnd/downloads/20170213_wizrd_wrlck_uav2_i48nf.pdf</a></p><p></p><p>The Loremaster wizard tradition in that article can change the energy type of a damaging spell, and they can expend a 1st-level spell slot to boost the damage of the spell by 2d10.</p><p></p><p>I'm not sure what the comparison to <em>fireball</em> has to do with anything. 1st-level spells scaled up to 3rd are not nearly as powerful as "native" 3rd-level spells, and that is by design. The most logical comparison is to say "What if you cast two 1st-level spells in succession, versus a boosted 1st-level spell followed by a cantrip?" It's the same expenditure of resources (two 1st-level spell slots, two actions).</p><p></p><p>Now, the official ruling on <em>magic missile</em> is that you make one damage roll and each missile does that much damage. This means a boosted <em>magic missile</em> averages 43.5 damage, which is utterly insane and indefensible. Junk that ruling and apply the boost to just one of the missiles like a reasonable DM, and you get a total of 21.5.</p><p></p><p>Two regular <em>magic missiles</em>: Average damage 21 (10.5 per casting)</p><p>One <em>fire bolt</em> plus one boosted <em>magic missile</em>: Average damage 21.5 (boosted <em>magic missile</em>) plus 3.6 (<em>fire bolt</em> average damage, assuming a 65% chance to hit) = 25.1</p><p></p><p>So, it's about a 20% boost in damage for the same resource expenditure*, which is pretty nice but not ludicrous. It doesn't get ludicrous until you start boosting your <em>fireballs</em>.</p><p></p><p><span style="font-size: 12px">*A little better than that, actually, because you get to front-load most of your damage into the first round. If the extra damage kills your target on round 1, they don't get to attack you on round 2. However, it's very hard to estimate the impact of this benefit.</span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 7871841, member: 58197"] For anyone confused about the context, this is in reference to an old Unearthed Arcana: [URL]https://media.wizards.com/2017/dnd/downloads/20170213_wizrd_wrlck_uav2_i48nf.pdf[/URL] The Loremaster wizard tradition in that article can change the energy type of a damaging spell, and they can expend a 1st-level spell slot to boost the damage of the spell by 2d10. I'm not sure what the comparison to [I]fireball[/I] has to do with anything. 1st-level spells scaled up to 3rd are not nearly as powerful as "native" 3rd-level spells, and that is by design. The most logical comparison is to say "What if you cast two 1st-level spells in succession, versus a boosted 1st-level spell followed by a cantrip?" It's the same expenditure of resources (two 1st-level spell slots, two actions). Now, the official ruling on [I]magic missile[/I] is that you make one damage roll and each missile does that much damage. This means a boosted [I]magic missile[/I] averages 43.5 damage, which is utterly insane and indefensible. Junk that ruling and apply the boost to just one of the missiles like a reasonable DM, and you get a total of 21.5. Two regular [I]magic missiles[/I]: Average damage 21 (10.5 per casting) One [I]fire bolt[/I] plus one boosted [I]magic missile[/I]: Average damage 21.5 (boosted [I]magic missile[/I]) plus 3.6 ([I]fire bolt[/I] average damage, assuming a 65% chance to hit) = 25.1 So, it's about a 20% boost in damage for the same resource expenditure*, which is pretty nice but not ludicrous. It doesn't get ludicrous until you start boosting your [I]fireballs[/I]. [SIZE=3]*A little better than that, actually, because you get to front-load most of your damage into the first round. If the extra damage kills your target on round 1, they don't get to attack you on round 2. However, it's very hard to estimate the impact of this benefit.[/SIZE] [/QUOTE]
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Community
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Loremaster wizard (energy type change and +2d10 per target for extra level 1 spell slot) + magic missile. I dont think this is broken do you?
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