Originally Posted by Osprey39
Originally Posted by Tzelanit
*laughs in Level 2 Magic Missile with 100% hit rate at all times*
I feel like there needs to be some rebalancing, because 3 guaranteed hits at 1st level on this spell is broken, and 4 hits at the second level is absurd.
Is there a specific reason why they have a 100% hit rate regardless of height or lighting conditions that I'm missing? It almost feels like there's no need to really cast anything else outside of area-of-effect spells.
It's especially problematic as you can just rest to get those spell slots back. At level 4, Gale can clear half of a large fight on his own just using that spell alone.


Magic Missile is kind of weak compared to spells that wizards get later on. 4d4 isn't a lot of damage even though it seems like it is at early levels. Fireball for instance, a 3rd level spell. does 8d6 damage in an 20 foot radius and it can't miss either (saves are possible though). Magic Missile still has uses later on but it isn't a wizard's go to for damage.

Oh, and to answer you question about why it always hits, that has always been Magic Missile's hook. Without that, it would just be a weak damage spell almost not worth using once you get level 2 spells.


Melfs Acid Arrow already does the same base damage as level 2 magic missile, plus additional damage over time. But if Melfs only has a 60% chance to hit, you are likely better off using magic missile unless you F5 / F8.

All spells needing to calculate a hit chance is annoying, the chance to hit should be separate to a saving throw as it was in previous D&D games, but I guess this is one of the 5e changes.

Scorching ray can do up to 6d6, but calculates three separate hit rolls. I only consider using it with at least 80% chance to hit.

Last edited by DumbleDorf; 18/10/20 11:04 PM.