D&D 5E Magic Damage Obsolescence and the Void of Uitility Magic

Actually 1st level slot single target damages averages to 2d10 (11 damage). Multi target is 2d6. A single target cantrip starts at 1d10 and hits 2d10 at level 5. You get a 25% increase of damage if there is no save for half.

So at level 5, your cantrip outdamages your 1st level spells with saves. The damage becomes purely for "chip damage" and AOE which helps only if you outlevel your individual foes by a lot.

Not sure what spells you're looking at, but Chromatic Orb does 3d8 damage, and it can be any energy type. While that may not be much better than fire bolt, it is still better Especially if you're fighting fiends.
 

log in or register to remove this ad

Not sure what spells you're looking at, but Chromatic Orb does 3d8 damage, and it can be any energy type. While that may not be much better than fire bolt, it is still better Especially if you're fighting fiends.


Spells with no half damage on saves are allowed a 25% bonus to damage. 2d10 averages to 11. 3d8 averages to 13.5

Its in the DMG.
 

Spells with no half damage on saves are allowed a 25% bonus to damage. 2d10 averages to 11. 3d8 averages to 13.5

Its in the DMG.

Okay, but in the non-academic world the best cantrip for damage is fire bold (attack, 2d10 fire damage at 5th level), and chaos bolt (attack 3d8 fire/acid/cold/lightning/??? damage) still comes out slightly ahead.

So, its technically better to cast chaos orb than fire bolt with the caveat that it is still better to use your 1st level spell on shield than chaos bolt.
 

a single target cantrip makes a single target 1st level damage spell obsolete at level 5.
No. Magic missile averages 10.5 damage. Fire bolt at 5th level averages 7.7 assuming a 70% chance to hit. It isn't till 11th level that fire bolt overtakes magic missile in average damage.

That said, I would rarely use magic missile after reaching 5th, because it's seldom worth burning a spell slot for a paltry 2.8 damage. But it's not "obsolete" in the sense of being useless.

a single target cantrip makes a single target 2nd level damage spell obsolete at level 11.

Scorching ray deals 6d6 fire damage, averaging 14.7 damage (again, assuming 70% to hit). No cantrip ever matches this.
 

So at level 5, your cantrip outdamages your 1st level spells with saves. The damage becomes purely for "chip damage" and AOE which helps only if you outlevel your individual foes by a lot.
Which, to be fair, can be entirely useful in 5E, given the ability of a dozen goblins to interfere with an otherwise-trivial higher-level encounter. If anything can be expected in 5E, then the situation where you outlevel your foes by quite a bit is more expected in 5E than in other recent edition.

But in general, just to echo everyone else - damage spells scale with your spell slots, and utility spells are always good. It's a quirk of the system, and one which I don't entirely appreciate, but it's no better or worse than the majority of alternative systems they could have chosen.
 

My game, level 16 now.

Paladin spells are used for smite.

Wizard spells:
1st slots are mostly dedicated to shield, although I have seen high level magic missiles used it hard fights to finish off enemies, or simply do reliable damage.
Most of the other levels have spells that are useful cast at their level even at high levels.
I've seen magic missile boosted, hold person, banishment, fireball (doesnt scale great though so not often), and scorching ray. They're the common ones.

Cleric spells.
A lot of the staples here are designed to be boosted. I quite often use boosted healing spells, boosted spiritual weapon, hold person, banishment, etc.

Other spells:
I see Moonbeam boosted all the time. It scales really well. I've boosted disintegrate against held creatures before as that does some really nice damage, usually up to 8th level, as there aren't a ton of really good 8th level spells.

I also see rituals used a lot still at higher levels. Detect magic, alarm, silence, and so forth.

Oh and also dispel magic and counterspell. Always being boosted especially by my NPC spellcasters.

The bigger issue IMO is known in my game as "Dave's School of Drow Wizardry", I.e. In combat very few spells are actually useful. Combat is over so fast, there is not much in the way of pre-buffing, and concentration mechanics limits what NPC spellcasters can really do in 3 rounds.

The result of this is all casters end up with the same spells, shield, counterspell, greater invisibility, misrt step, balh blah blah.
I've tried building a variety of different casters, necromancers, illusionists, poison based Drow casters, etc, and they basically have all sucked so bad in combat, they weren't worth the time spent creating them.
 
Last edited:

Ah, this must be why wizards get Spell Mastery at 18th level. It makes a couple low-level spells into cantrips at their lowest levels.
 

...Mostly agreed, though I'd add that a really low-damage AoE cantrip with a really small AoE can be okay; I've done a cantrip conversion of the 4e wizard at-will scorching burst that does 1d4 damage, for instance. That's pretty clearly a "just softens them up" cantrip that only a very specific situation makes optimal...

That'd be neat for swarms. Easy story for such a spell too in that I could see wizards teaching each other how to eliminate vermin from their schools
 

Remove ads

Top