magic missle house rules?

Grog said:
So they can have Mind Blanks but not Shield spells?

Well, to be fair, Mind Blank is transferable, lasts 24 hours, and protects against whole schools of magic.

Shield is non-transferable, lasts a short time, and protects against one spell.

Which seems more likely to figure in an Epic-level dawn Buffing routine?

-Hyp.
 

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Grog said:
On the other hand, those 150+ 1st level wizards could all have prepared Charm Person instead. The odds of rolling 4 natural 1s on 150 saves is much greater than 50-50.

I really don't see the balance problem with MM. Fireball is a 3rd level spell that does more damage, inflicts its full damage to multiple creatures, and has a longer range. They seem roughly in balance to me.
Apples and oranges. I'm comparing damage spells. MM is far better than other spells of 1st level. I tend to agree that fireball and magic missile are in balance with each other (with a slight edge towards fireball, perhaps). The problem is that these spells are 2 levels apart. Fireball may have a larger area of effect, but that is a two edged sword. Fireball can be hard to use in large battles when your allies and your enemies begin to get mingled together. And you just try telling your party rogue not to get in flanking position around the BBEG.
Lamoni said:
I disagree. I agree that it is better than other 1st level spells in combat, but it is still an appropriate 1st level spell. Other 1st level spells still serve their purpose. I would argue that the problem doesn't lie with magic missile, but with the other combat spells. However, I also dislike having 4-5 different spells that accomplish the same thing. So as soon as you change the other spells to match magic missile in combat power, you should then merge them all into the same spell and you would end up where you started. Magic missile is the standard combat spell and isn't used for anything else. Therefore it should be better at what it is designed for than anything else.
An area of effect spell that deals fire damage will always be different than a magic missile spell.

The abilities of magic missile are too strong. Never misses? No energy resistance? That is just too strong. This spell needs to lose one of those qualities to be balanced.
Lamoni said:
What other 1st level spells do you find poor in comparison? Burning hands is still a very useful spell because of the fire damage. Shocking grasp still compares nicely with damage, but it could possibly be eliminated because it serves the same purpose as MM. Chill touch should be eliminated because it tries to do two things, but does neither one well. Ray of enfeeblement drains more strength and MM does more damage. I just still don't see a problem with MM. Rather than comparing it to other first level spells (which shouldn't be designed as being equivalent), maybe it would be better to compare its damage to the damage of other classes. It doesn't outpace the fighter or barbarian in dealing damage at any level so therefore it is properly balanced.
Doesn't outpace the fighter or barbarian? A 10th level barbarian with a 30 strength (when raged) and a +5 weapon has a BAB of +25, gets 2 attacks and does about 30 damage per strike. Against a foe with an
AC of 45, his expected damage for a round is roughly 3 points. This first level spell cast by a 9th level wizard does 17.5 damage to the same target (unless empowered or maximized to be more effective).

This isn't exactly a 'corner case' situation, though the example above is a bit extreme. High ACs are not that rare. When you take into account damage resistance and other abilities that reduce physical attacks, this type of situation arises often.

In some situations, like the one above, this spell far outpaces pretty much everything out there. An attack that never misses and deals damage that can only be resisted with select short duration spells (or a special broach) is really strong in certain situations.

Regardless, it is in 3.5 and that isn't going to change. To that extent, this entire discussion is moot.
 

jgsugden said:
Apples and oranges. I'm comparing damage spells. MM is far better than other spells of 1st level.

It is?

Hmmm. Then I guess for a first level Wizard, Magic Missile does more damage against a clustered group of opponents within 15 feet than Burning Hands does. 1D4+1 against one opponent is better than D4 save for half against 4 opponents. Ditto for a second level Wizard. 1D4+1 against one opponent is better than 2D4 save for half against 4 or 5 or 6 opponents.

Everything is situational dependent.

20th level Wizard casts Magic Missile versus 20th level Wizard casts Burning Hands and unless the opponents have fire protection (which is not always or even often the case), the one casting Burning Hands will STILL do more overall damage (total 5D4/2*5 assuming all of the saves are made) against 5 opponents than the one casting Magic Missile (total 5D4+5).
 

Hypersmurf said:
Well, to be fair, Mind Blank is transferable, lasts 24 hours, and protects against whole schools of magic.

Shield is non-transferable, lasts a short time, and protects against one spell.

Which seems more likely to figure in an Epic-level dawn Buffing routine?

-Hyp.

Well, to be fair, Mind Blank is an 8th level spell.

Shield is a first level spell.

Which seems more likely to have the greatest effect?

:rolleyes:
 
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Janos Audron said:
Well, to be fair, Mind Blank is an 8th level spell.

Shield is a first level spell.

Which seems more likely to have the greatest effect?

It's not the effect... it's the likelihood the spell will be in effect at any given time.

To get Shield working on someone else, you need to pull tricks with Ioun Stones. And they need to decide when to activate their short-term Magic Missile barrier.

Whereas Mind Blank you just cast on everyone in the morning and forget about.

When the fighter gets hit with a hundred Charm Persons, he's fine, because he's Mind Blank up since breakfast time.

When he gets hit with a hundred Magic Missiles, he thinks "This would have been a good round to activate Shield from my Ioun Stone".

(Although if we throw Persistent Spell into the equation, you can pass the Ioun Stone around with the cornflakes at breakfast and everyone can have a Persistent Shield.)

-Hyp.
 

It doesn't seem like Magic Missile is out of line with other first level spells in 3.5

Compare: Magic Missile (lvl 1), and scorching ray (lvl 2).

Magic Missile seems about the right power level in that comparison. One level lower and deals force damage automatically but deals approximately half as much damage (less at level 11+) and is negated by a very simple and common defensive spell as well as a cheap item.

Vs. Flaming Sphere: Magic missile deals comparable damage with no save in Flaming Sphere's brief area of usefulness (lvl 3-7 or so). However, Flaming Sphere is re-usable and can be targetted with a move equivalent action--making it often quite useful. It's significantly better enough to be worth a 2nd level slot except at level 8-9+

Vs. Shocking Grasp.
At most levels where Shocking Grasp is a useful spell (2-7 or so), Shocking Grasp deals significantly more damage at the cost of a touch attack and dealing electric damage. Seems fair enough to me.

Vs. Burning Hands
Burning Hands is an interesting spell since it's a very small area of effect and its damage only becomes advantageous enough to be worth it from level 3 on. And by level 7 or 8, it's not dealing enough damage to often be worth casting. But at the levels where Burning Hands is good, it's very competitive with Magic Missile.

So, Magic Missile stacks up reasonably well against good attack spells (ignoring Chill Touch, Acid Arrow, Ice Knife and other admittedly weak spells).

I think the telling question is how it would stack up against non-damaging spells if it were nerfed. I think that weakening it would render 3.5 Ray of Enfeeblement and True Strike, and Enlarge Person clearly superior. And there's no question that, even unnerfted it's not going to cut the mustard at 2nd level with Mirror Image, Alter Self, False Life, See Invisibility, Glitterdust, Web, and Touch of Idiocy. So first level is the right place for it.
 

For most foes I find Color Spray to be a vastly superior spell. (I concede the consistency of MM is remarkable.) Yes, there is a save, but the victim is a sitting duck if they fail -- surrounded & disarmed if they survive the volley of sneak attacks. I will happily trade 16.5 or even 33 points of damage for a single Stun. And I might be able to catch multiple opponents.

It requires some finesse and teamwork to use well though.

IMO at the levels 10+ dealing direct damage with spells seems pretty suboptimal to me. The critters have too many HD.
 

Ridley's Cohort said:
IMO at the levels 10+ dealing direct damage with spells seems pretty suboptimal to me. The critters have too many HD.
I reduced Quicken Spell to +2 spell levels IMC for this reason. Now that haste has been nerfed, the boom spell guys need the ability to crank up the damage output if they're going to seriously compete with the big sword guys. Of course, I also dumped a lot of instakill spells.

As for magic missile: it's probably the best 1st level spell out there, but I still wouldn't bother changing it. At low levels it's actually fairly weak; you can do more damage with a crossbow. At high levels it's good, but you'll also have access to plenty of higher-level spells that put it in the shade. All in all, it simply isn't a game-breaker the way some other spells can be, so I'm not worried about it.
 
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I don't like MM because the mechanic is different, not because it's overpowered.

But I've seen too many high level spellcasters not use fireball but MM instead because of this difference in mechanics. That's why I don't like the spell as written.
 

Use Acid Orb, Lesser (or any of the four spells).

1st lvl spell, 5d8 damage, no save, no SR, does need ranged touch attack (can crit :)).

From Miniature handbook.

Imho better than MM.
(Of course, needs archmage Mastery of Elements to change the energy at will)
 
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