Even touch and ranged touch spells for casters end up with about a half chance or worse to hit due to low BAB and usually low dex (and/or no weapon finesse feat taken to use). Even if at mid to late levels, you likely should have enough spells not to need it.Īnother great benefit of Magic Missile is that it basically gets past the caster not having Point Blank and Precise Shot and taking a -4 to hit a target involved in melee that they cannot afford to give up. But you are very likely to take out especially an elite enemy one or more rounds sooner, and perhaps before it kills one, several, or all of the party if you are consistently putting some damage up on it every round. And you may not be the damage that takes it down or did the most. And can instead be 'plinking' away at an elite enemy is very worthwhile. I do think though that ensuring the caster doesn't have to pass or not have much to do other than pass. While good counterarguments on the 2 (wand) is that it's cutting into money that could be spent on a magic weapon, etc. While 3 rounds of even a (1CL) wand of magic missle would be 3d4+3 (6-15). And at least in our group, if we could have it actually roll out to be half - we would be doing much better than actually happens during combat. At best it's generally half damage for most attacks other than magic missile. Really is doing a third of what it is on paper. If it misses two times out of 3 on a stout enemy. So that 4-11 or 7-16 or so damage a melee character 'does' over 3 rounds. ![]() ![]() While the melee folks swing and miss for 2-3 rounds at a time. This has been crystalized for me several times during roleplay in games on this site. While say - Scorching Ray and other spells or melee / ranged attacks often have a half chance or worse chance to miss depending on the target and targeter. You can keep doing damage across rounds and have it add up. It (leaving aside Magic Resistance for now) has a 100% chance to hit. So while Magic Missile (understandably for balance reasons) does not do a lot of damage. Overall I feel the "damage done" by any attack or spell should really be divided (or rather mutliplied by) it's percent chance to hit. ![]() Thumbs up or thumbs down on a (low to low-mid level) wizard or sorcerer purchasing a wand (or half amount of charges at half cost wand) of Magic Missile. Thumbs up or thumbs down on a wizard or sorcerer having / using Magic Missile? But trying to get what people feel themselves rather than what they feel others feel seems the more direct way.ġ. I had thought to ask whether people felt it was overrated or underrated. While understandably due to it's low damage, some others in my playgroup feel it's not worth having/using. Primarily desperate for some Pathfinder discussion.Īlso, I happen to think Magic Missile is a good spell to have/use. These rounds do not need to be consecutive.My apologies for any redundancy from prior discussions. You can use this ability for a number of rounds per day equal to your wizard level. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws and skill checks. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of the prediction. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.Īt 8th level, you can utter a prediction of the immediate future. When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. You receive a bonus on initiative checks equal to ½ your wizard level (minimum +1).
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