Magic missile too strong?

Magic missle is overpowered, depending on what rules you use. In the 2nd ed games in our group, we use spell points(you get spell points equal to level of spell, ie a 2nd level spell is 2 spell points) with a system like that in 2nd, magic missle is overpowered since there is no concentration checks, but using the regular 3e/3.5 rules its not overpowered, but a powerful and useful spell, at least in my opinion.
 

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ThirdWizard said:
EDIT: Oh yeah, 3d6 damage is out, because its practically an automatic kill at a range. Make it a melee attack that has to hit full AC and you're golden. I don't even see 1st level fighters and barbarians doing 3d6 melee damage per hit.

They can do 2d6 + 3 or 4 pretty reliably (greatsword and 14+ Str); 2d6 + 3 is arguably better than 3d6 (slightly less on average, but more predictable), and 2d6 +4 (almost any raging barbarian will have a 16+ str) is certainly better.
 

The point is, the spell MM keeps those 1st level spell slots useful even later in the game. Low level wizards don't need to be dealing humungous amounts of damage. They have sleep, charm person, jump, feather fall, and a myriad of other spells which, together with scribe scroll, means they can contribute meaningfully to the party's adventuresome success.

They shouldn't be doing what the fighter does. Does the fighter leap about expecting to charm people, (or fascinate them), and determine if found loot is magical?

If your game entails a lot of fight, and some players are feeling that the low level wizard is "boring" or being left out of the action too much, perhaps they should try some of the variant spellcasters?
 

Question said:
While MM is a auto-hit, your chances to miss with a touch attack spell is absurdly low, unless you are using it against incorporeal, etc enemies, which isnt that often.

I think the OP is talking about low-level casters (i.e. 1st to 3rd level), in which case, it isn't "absurdly low": BAB +0 Dex +1 = +1 vs Touch AC 11 = 55% chance to hit.
 

There's Alot of useful level 1 spells that can help you at highlevels...

And well... in general it isn't that strong, sure its an autohit for a few times per day.. so it isn't overpowered unless you run a "1 encounter a day" campaign...

On the other hand, level 3 spells like Fireball, affect all creatures in an area... The overall damage difference between magic missile (at lvl 9) and a well placed Fireball is HUGE (even on succeded saves)
 

If the Wizard really wants to be able to do the damage of a fighter then why doesn't he put Strength as his best stat and use his Feat to get a Martial Weapon proficiency. The BAB difference between a Wizard and a Fighter is only +1 at first level. When you are adding the result of a D20 roll it kind of pales in significance.

As green slime stated, the fighter doesn't get to do all of the things that a wizard does (not even just once per day) so why should the wizard get to move in on a fighter's territory.

For the record I like to play rogues. All you other classes stay away from my sneak attack and skill points! :D

Olaf the Stout
 

For a Wizard, it's just balanced.

For a Sorcerer, it's definitely a powerful spell, especially at higher levels when you have lots of slots per day. It somtimes happens to me, that when better spells are blocked by some immunity or protection, maybe Magic Missile isn't blocked (of course, it could be the other way around too...). In that case, you can even afford to use higher level slots to cast more MM.

So IMHO it's truly powerful for sorcerers, and yet that does NOT make them overpowered, but rather keeps them balanced with Wizards.
 

Meh. When magic missile has the ability to dominate encounter planning the way greater invis, teleport, fly, wall of force, dominate et al do, I'll start worrying about it.
 

The main advantage of magic missle is that its a first level slot that is still usable as an attack spell at the upper mid levels. Ray of enfeeblement and colorspray are still pretty good too though.
 

Magic Missile is not too powerful at any level. What it has going for it is consistency, both in effect and usefulness as you climb to higher levels.

Unless you are fighting something highly weird or incorporeal, Grease and Ray of Enfeeblement are more effective in most combats.

99% of the time my mid-level Wizard casts MM, it is because he does not have a great ideas what to do and does not think it is worth bothering to Delay. 17.5 points damage is pretty boring when you are an 11th level Wizard.
 

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