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*Dungeons & Dragons
Magic missile as a cantrip
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<blockquote data-quote="Bacon Bits" data-source="post: 7830191" data-attributes="member: 6777737"><p>So, I've thought about this one for awhile now. Magic missile is a pretty iconic spell in D&D, but the first level equivalent in 5e is not. Back in the day, casting <em>magic missile</em> to do 5d4+5 (17.5) was a significant chunk of damage when Llolth only had 66 hp. Not so anymore. The spell is so iconic, that I'd almost rather it were a cantrip than a first level spell. And the scaling of cantrips so elegantly matches the scaling of magic missile that it feels like a waste.</p><p></p><p>So, what would a cantrip magic missile look like?</p><p></p><p>The obvious version would seem to be just mashing the current 1st level spell version together with <em>eldritch blast </em>and <em>firebolt</em>:</p><p></p><p>[HR][/HR]</p><p><strong>Magic Missile</strong></p><p>Cantrip evocation</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V S</p><p>Duration: Instantaneous</p><p>Classes: Sorcerer, Wizard</p><p>You create a glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.</p><p></p><p>The spell creates more than one dart when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones.</p><p>[HR][/HR]</p><p></p><p>My instincts tell me that 1d4+1 (3.5) damage is a bit too high and that a flat 1d4 would be better, but I think it's closer than it appears. A 50% chance of 1d10 (5.5) damage is equivalent to a 100% chance of 2.75 damage, and if we include crits it's just above 3 damage. And you're often going to have a greater than 50% chance to hit by mid level.</p><p></p><p>Force is a "good" damage type, but personal experience has taught me that <em>firebolt</em> and <em>chill touch</em> are extremely useful due to their rider effects, and that <em>most</em> combats are not decided by damage type at all. Fire and acid are the only common exceptions, and fire can go both ways. <em>Firebolt</em>'s ability to just light things on fire in particular is extremely useful.</p><p></p><p>I also wonder if the range should be reduced. Perhaps to the range of an actual dart (60).</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7830191, member: 6777737"] So, I've thought about this one for awhile now. Magic missile is a pretty iconic spell in D&D, but the first level equivalent in 5e is not. Back in the day, casting [I]magic missile[/I] to do 5d4+5 (17.5) was a significant chunk of damage when Llolth only had 66 hp. Not so anymore. The spell is so iconic, that I'd almost rather it were a cantrip than a first level spell. And the scaling of cantrips so elegantly matches the scaling of magic missile that it feels like a waste. So, what would a cantrip magic missile look like? The obvious version would seem to be just mashing the current 1st level spell version together with [I]eldritch blast [/I]and [I]firebolt[/I]: [HR][/HR] [B]Magic Missile[/B] Cantrip evocation Casting Time: 1 action Range: 120 feet Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard You create a glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates more than one dart when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. [HR][/HR] My instincts tell me that 1d4+1 (3.5) damage is a bit too high and that a flat 1d4 would be better, but I think it's closer than it appears. A 50% chance of 1d10 (5.5) damage is equivalent to a 100% chance of 2.75 damage, and if we include crits it's just above 3 damage. And you're often going to have a greater than 50% chance to hit by mid level. Force is a "good" damage type, but personal experience has taught me that [I]firebolt[/I] and [I]chill touch[/I] are extremely useful due to their rider effects, and that [I]most[/I] combats are not decided by damage type at all. Fire and acid are the only common exceptions, and fire can go both ways. [I]Firebolt[/I]'s ability to just light things on fire in particular is extremely useful. I also wonder if the range should be reduced. Perhaps to the range of an actual dart (60). [/QUOTE]
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