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Magic missile too strong?
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<blockquote data-quote="harmyn" data-source="post: 2879821" data-attributes="member: 13511"><p>Most Wizard spells don't require a to-hit roll, just a saving throw. Magic Missile is a potent spell, but its reasonable for 1st level too I would say. Its damage is minimal, if guaranteed. I have seen it used over many levels, but I have never been too worried about it. Now at the high end of characters though Magic Missile can become a wee bit problematic again if the person lacks a Brooch of Shielding or the protection of a Shield Spell. If a Wizard of level 17 casts Quickened-Empowered-Magic-Missile (level 8 equivalent), and Energy Substitution (sonic) Delayed Blast Fireball and actually makes the Save in one round, he would deal an average of 59 pts of damage (89 pts if save is failed) Now if you follow that up next round with another Quickened-Empowered Magic Missile (7th level equivalent) for 25 pts damage on average and then finish that same round off with Power Word Kill your average damage would guarantee the death of anyone living target with 184 hit points or less. If they failed their save against DBF then any character with 215 hit points or less would be dead. Four spells, all of higher level, cast over only 2 rounds one allows a single save and requires no to-hit roll and target is dead if their Hit Points aren't sufficiently high (of course this is better if the wizard in round 1 lets his Cleric buddy cast Harm first then skips straight to his round 2 quickened spell combo).</p><p></p><p>As for how hard it is to fire into melee combat with a ranged touch attack, I have a good deal of experience from one the group I DM. I have a player playing a Warlock who has finally come around to realizing that while handy, Precise Shot isn't really important to Ranged Touch Attacks. Same is basically true for Wizards and Sorcerers after about 6th level. Now keep in mind I didn't give the fighter below a magic sword which he would probably have, but I did give him Weapon Focus. The wizard also has no additional bonuses, but could easily be under the effect of Cat's Grace which would give him a +2 to hit.</p><p></p><p>Lemme 'splain what I mean.....</p><p></p><p>Wizard Base Attack at Levels 6/7 = +3; Not a very good Dex for a Wizard (say 12/13) = +1; -4 firing into melee Total Attack Bonus: +0</p><p>Wizard Base Attack at Levels 8/9 = +4; Not a very good Dex for a Wizard (say 12/13) = +1; Total Attack Bonus: +1</p><p>Total Attack Levels 6-9 Fighter with a Strength of 16 and Weapon Focus swinging sword = +10, +11, +12, +13</p><p></p><p><u>CR 6 Monster Examples</u></p><p>Annis (Hag) Touch AC 10; L6 Wizard needs to roll a 9+</p><p>Annis (Hag) Regular AC 20; L6 Fighter needs to roll a 10+</p><p>Chain Devil (Kyton) Touch AC 12; L7 Wizard needs to roll a 12+</p><p>Chain Devil (Kyton) Regular AC 20; L7 Fighter needs to roll a 9+</p><p>Dragon, Blue, Young, Touch AC: 10; L6 Wizard needs to roll a 10+</p><p>Dragon, Blue, Young, Regular AC: 21; L6 Fighter needs to roll a 11+</p><p>Girallon Touch AC 12; L6 Wizard needs to roll a 11+</p><p>Girallon Regular AC 16; L6 Fighter needs to roll a 6+</p><p></p><p><u>CR 7 Monster Examples</u></p><p>Bulette Touch AC 10; L7 Wizard needs to roll a 10+</p><p>Bulette Regular AC 22; L7 Fighter needs to roll a 11+</p><p>Dragon, Red, Young, Touch AC 9; L7 Wizard needs to roll a 9+</p><p>Dragon, Red, Young, Regular AC 21; L7 Fighter needs to roll a 10+ </p><p>Giant, Hill Touch AC 8; L7 Wizard needs to roll a 8+</p><p>Giant, Hill Regular AC 20; L7 Fighter needs to roll a 9+</p><p>Medusa Touch AC 12; L7 Wizard needs to roll a 12+ (but can avoid the gaze effect because of range) </p><p>Medusa Regular AC 15; L7 Fighter needs only a +4 if they make a Fort Save, +8 if averting their gaze</p><p></p><p><u>CR 8 Monster Examples</u></p><p>Bodak Touch AC 12; L8 Wizard needs to roll a 11+ (but can avoid gaze effect because of range)</p><p>Bodak Regular AC 20; L8 Fighter needs to roll a 9+</p><p>Giant, Stone Touch AC 11; L8 Wizard needs to roll a 10+</p><p>Giant, Stone Regular AC 25; L8 Fighter needs to roll a 13+</p><p>Gorgon Touch AC 9; L8 Wizard needs to roll a 8+</p><p>Gorgon Regular AC 20; L9 Fighter needs to roll a 9+</p><p></p><p>Monstrous Spider, Gargantuan Touch AC 9; L8 Wizard needs to roll a 8+</p><p>Monstrous Spider, Gargantuan Regular AC 19; L9 Fighter needs to roll a 8+</p><p></p><p><u>CR 9 Monster Examples</u></p><p>Delver Touch AC 9; L9 Wizard needs to roll a 8+</p><p>Delver Regular AC 24; L9 Fighter needs to roll a 11+</p><p>Dragon, Black, Young Adult Touch AC 9; L9 Wizard needs to roll a 8+</p><p>Dragon, Black, Yound Adult Regular AC 24; L9 Fighter needs to roll a 11+</p><p>Giant, Frost Touch AC 8; L9 Wizard needs to roll a 7+</p><p>Giant, Frost Touch AC 21; L9 Fighter needs to roll a 8+</p><p>Nessian Warhound (hellhound) Touch AC 11; L9 Wizard needs to roll a 10+</p><p>Nessian Warhound (hellhound) Ranged AC 24; L9 Wizard needs to roll a 11+</p></blockquote><p></p>
[QUOTE="harmyn, post: 2879821, member: 13511"] Most Wizard spells don't require a to-hit roll, just a saving throw. Magic Missile is a potent spell, but its reasonable for 1st level too I would say. Its damage is minimal, if guaranteed. I have seen it used over many levels, but I have never been too worried about it. Now at the high end of characters though Magic Missile can become a wee bit problematic again if the person lacks a Brooch of Shielding or the protection of a Shield Spell. If a Wizard of level 17 casts Quickened-Empowered-Magic-Missile (level 8 equivalent), and Energy Substitution (sonic) Delayed Blast Fireball and actually makes the Save in one round, he would deal an average of 59 pts of damage (89 pts if save is failed) Now if you follow that up next round with another Quickened-Empowered Magic Missile (7th level equivalent) for 25 pts damage on average and then finish that same round off with Power Word Kill your average damage would guarantee the death of anyone living target with 184 hit points or less. If they failed their save against DBF then any character with 215 hit points or less would be dead. Four spells, all of higher level, cast over only 2 rounds one allows a single save and requires no to-hit roll and target is dead if their Hit Points aren't sufficiently high (of course this is better if the wizard in round 1 lets his Cleric buddy cast Harm first then skips straight to his round 2 quickened spell combo). As for how hard it is to fire into melee combat with a ranged touch attack, I have a good deal of experience from one the group I DM. I have a player playing a Warlock who has finally come around to realizing that while handy, Precise Shot isn't really important to Ranged Touch Attacks. Same is basically true for Wizards and Sorcerers after about 6th level. Now keep in mind I didn't give the fighter below a magic sword which he would probably have, but I did give him Weapon Focus. The wizard also has no additional bonuses, but could easily be under the effect of Cat's Grace which would give him a +2 to hit. Lemme 'splain what I mean..... Wizard Base Attack at Levels 6/7 = +3; Not a very good Dex for a Wizard (say 12/13) = +1; -4 firing into melee Total Attack Bonus: +0 Wizard Base Attack at Levels 8/9 = +4; Not a very good Dex for a Wizard (say 12/13) = +1; Total Attack Bonus: +1 Total Attack Levels 6-9 Fighter with a Strength of 16 and Weapon Focus swinging sword = +10, +11, +12, +13 [U]CR 6 Monster Examples[/U] Annis (Hag) Touch AC 10; L6 Wizard needs to roll a 9+ Annis (Hag) Regular AC 20; L6 Fighter needs to roll a 10+ Chain Devil (Kyton) Touch AC 12; L7 Wizard needs to roll a 12+ Chain Devil (Kyton) Regular AC 20; L7 Fighter needs to roll a 9+ Dragon, Blue, Young, Touch AC: 10; L6 Wizard needs to roll a 10+ Dragon, Blue, Young, Regular AC: 21; L6 Fighter needs to roll a 11+ Girallon Touch AC 12; L6 Wizard needs to roll a 11+ Girallon Regular AC 16; L6 Fighter needs to roll a 6+ [U]CR 7 Monster Examples[/U] Bulette Touch AC 10; L7 Wizard needs to roll a 10+ Bulette Regular AC 22; L7 Fighter needs to roll a 11+ Dragon, Red, Young, Touch AC 9; L7 Wizard needs to roll a 9+ Dragon, Red, Young, Regular AC 21; L7 Fighter needs to roll a 10+ Giant, Hill Touch AC 8; L7 Wizard needs to roll a 8+ Giant, Hill Regular AC 20; L7 Fighter needs to roll a 9+ Medusa Touch AC 12; L7 Wizard needs to roll a 12+ (but can avoid the gaze effect because of range) Medusa Regular AC 15; L7 Fighter needs only a +4 if they make a Fort Save, +8 if averting their gaze [U]CR 8 Monster Examples[/U] Bodak Touch AC 12; L8 Wizard needs to roll a 11+ (but can avoid gaze effect because of range) Bodak Regular AC 20; L8 Fighter needs to roll a 9+ Giant, Stone Touch AC 11; L8 Wizard needs to roll a 10+ Giant, Stone Regular AC 25; L8 Fighter needs to roll a 13+ Gorgon Touch AC 9; L8 Wizard needs to roll a 8+ Gorgon Regular AC 20; L9 Fighter needs to roll a 9+ Monstrous Spider, Gargantuan Touch AC 9; L8 Wizard needs to roll a 8+ Monstrous Spider, Gargantuan Regular AC 19; L9 Fighter needs to roll a 8+ [U]CR 9 Monster Examples[/U] Delver Touch AC 9; L9 Wizard needs to roll a 8+ Delver Regular AC 24; L9 Fighter needs to roll a 11+ Dragon, Black, Young Adult Touch AC 9; L9 Wizard needs to roll a 8+ Dragon, Black, Yound Adult Regular AC 24; L9 Fighter needs to roll a 11+ Giant, Frost Touch AC 8; L9 Wizard needs to roll a 7+ Giant, Frost Touch AC 21; L9 Fighter needs to roll a 8+ Nessian Warhound (hellhound) Touch AC 11; L9 Wizard needs to roll a 10+ Nessian Warhound (hellhound) Ranged AC 24; L9 Wizard needs to roll a 11+ [/QUOTE]
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