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Poll for my group: Magic Missile
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<blockquote data-quote="Berandor" data-source="post: 16432" data-attributes="member: 225"><p>As chill touch and burning hands, too.</p><p></p><p>And you have to make a touch attack; furthermore, the additional touches per level all take up actions in the subsequent rounds, so you can't cast another spell, ot touch anything, etc.</p><p></p><p>It affects an area directly in front of you. Furthermore, it does energy damage - easily to have resistance against it, many monsters do have it.</p><p>And it has a save.</p><p></p><p>I agree that some parts of MM are not too powerful; only MM in its whole is too powerful.</p><p>No save</p><p>hits always</p><p>medium range</p><p>splittable</p><p>more max. damage than any other spell in one round</p><p>hits incorporeal/ethereal beings</p><p>no energy damage, but force effect</p><p>1 action to cast</p><p>no material component</p><p></p><p>Name one 2nd level spell that is better for attack purposes. Because that may be the only gripe in MM. It is a pure attack spell; no other uses.</p><p></p><p>If I was a wizard 5th, and was fighting against an opponent with lightning resistance, I would choose 3d4+3 garanteed damage (~10 points of damage) to 5d6 points minus resistance, then perhaps halved by a save. The average damage with 5d6 is 17, so even a resistance of 5 would make MM almost equal, and then there's still the save.</p><p>7th: 4d4+4 (~14) to 7d6 (~24) minus resistance plus save for half. Even then I can see using magic missile.</p><p></p><p>Even when not fighting such a monster, I might go for MM. I can memorize more 1st level than 3rd level spells, and the garanteed damage could make me save the loghtning bolt for more decisive moments.</p><p>One player in our group had a wizard who cast MM against major foes, instead of using his more powerful spells... and it wasn't much of a disadvantage.</p><p></p><p>As I said, give me a second level spell that suprasses MM.</p><p></p><p>Berandor</p></blockquote><p></p>
[QUOTE="Berandor, post: 16432, member: 225"] As chill touch and burning hands, too. [b][/b] And you have to make a touch attack; furthermore, the additional touches per level all take up actions in the subsequent rounds, so you can't cast another spell, ot touch anything, etc. [b][/B] It affects an area directly in front of you. Furthermore, it does energy damage - easily to have resistance against it, many monsters do have it. And it has a save. I agree that some parts of MM are not too powerful; only MM in its whole is too powerful. No save hits always medium range splittable more max. damage than any other spell in one round hits incorporeal/ethereal beings no energy damage, but force effect 1 action to cast no material component Name one 2nd level spell that is better for attack purposes. Because that may be the only gripe in MM. It is a pure attack spell; no other uses. If I was a wizard 5th, and was fighting against an opponent with lightning resistance, I would choose 3d4+3 garanteed damage (~10 points of damage) to 5d6 points minus resistance, then perhaps halved by a save. The average damage with 5d6 is 17, so even a resistance of 5 would make MM almost equal, and then there's still the save. 7th: 4d4+4 (~14) to 7d6 (~24) minus resistance plus save for half. Even then I can see using magic missile. Even when not fighting such a monster, I might go for MM. I can memorize more 1st level than 3rd level spells, and the garanteed damage could make me save the loghtning bolt for more decisive moments. One player in our group had a wizard who cast MM against major foes, instead of using his more powerful spells... and it wasn't much of a disadvantage. As I said, give me a second level spell that suprasses MM. Berandor [/QUOTE]
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