Author Topic: Magic Missile is a fantastically deadly spell against standard characters  (Read 1912 times)

pawsplay

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So, MM basically allows you to force a damage save on three standard characters per turn, no attack roll, no save, do not pass Go, do not collect $200. If you lead with an area effect attack and follow up with MM, you could be forcing saves on dudes that have already taken lots of damage.

ArawnNox

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Well, I believe your spellcasting check still needs to meet or exceed the target's defense score, yes?
And it's no different than any other attack on a standard character for forcing damage saves, all force damage does is let you affect incorporeal targets.
Don't get me wrong, its a nice spell in its own right. One roll for three seperate 1d6 attacks.
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Deral

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Well, I believe your spellcasting check still needs to meet or exceed the target's defense score, yes?
And it's no different than any other attack on a standard character for forcing damage saves, all force damage does is let you affect incorporeal targets.
Don't get me wrong, its a nice spell in its own right. One roll for three seperate 1d6 attacks.

I don't believe your check has to beat the target's defense, as it's not an attack spell. It's also worth remembering, however, that armor and other sources of DR apply to force damage as normal, it's definitely nothing special (not a bad spell, though).

Jackal

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Well, I believe your spellcasting check still needs to meet or exceed the target's defense score, yes?
And it's no different than any other attack on a standard character for forcing damage saves, all force damage does is let you affect incorporeal targets.
Don't get me wrong, its a nice spell in its own right. One roll for three seperate 1d6 attacks.

I don't believe your check has to beat the target's defense, as it's not an attack spell. It's also worth remembering, however, that armor and other sources of DR apply to force damage as normal, it's definitely nothing special (not a bad spell, though).

At one spell point and one half-action, magic missile is a pretty easy way to force three damage saves at once, even considering armor. I do agree that it's not overly special and certain not game breaking, but it's a great deal better than the magic missiles of ages past. :)
« Last Edit: April 01, 2010, 09:32:28 PM by Jackal »

Sletchman

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I was playing as a mage [who died :(] and Magic Missile very reliably did nothing.  Enemy DR extremely often reduced it to doing no damage.  I'm not saying it's a bad spell, against opponents with minimal armour it has the potential to be great, especially against an enemy who has taken good damage already, or those without high damage saves.

Deral

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Well, I believe your spellcasting check still needs to meet or exceed the target's defense score, yes?
And it's no different than any other attack on a standard character for forcing damage saves, all force damage does is let you affect incorporeal targets.
Don't get me wrong, its a nice spell in its own right. One roll for three seperate 1d6 attacks.

I don't believe your check has to beat the target's defense, as it's not an attack spell. It's also worth remembering, however, that armor and other sources of DR apply to force damage as normal, it's definitely nothing special (not a bad spell, though).

At one spell point and one half-action, magic missile is a pretty easy way to force three damage saves at once, even considering armor. I do agree that it's not overly special and certain not game breaking, but it's a great deal better than the magic missiles of ages past.

In fact, that brings to mind an idea I've had brewing for a while, regarding spells and damage. I'll put it on paper sometime this evening and post it for feedback. :)

I'd still say this is entirely a function of standard characters, not the spell, short swords, too, are far better in this system at fighting off mooks than other variations.

pawsplay

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The damage types specify that it affects incorporeal targets. Is it stated somewhere that it behaves like lethal damage?

Deral

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The damage types specify that it affects incorporeal targets. Is it stated somewhere that it behaves like lethal damage?


It functions as lethal by default, the advanced damage rules are exceptions to the normal damage rules, the only exception to it functioning exactly like lethal is the fact that it affects incorporeal targets.

pawsplay

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Actually, it appears to me that lethal damage is not defined in the rules. :) Maybe I missed it. But you are correct, force damage is "default" damage which behaves as lethal damage.

Jackal

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Well, I believe your spellcasting check still needs to meet or exceed the target's defense score, yes?
And it's no different than any other attack on a standard character for forcing damage saves, all force damage does is let you affect incorporeal targets.
Don't get me wrong, its a nice spell in its own right. One roll for three seperate 1d6 attacks.

I don't believe your check has to beat the target's defense, as it's not an attack spell. It's also worth remembering, however, that armor and other sources of DR apply to force damage as normal, it's definitely nothing special (not a bad spell, though).

At one spell point and one half-action, magic missile is a pretty easy way to force three damage saves at once, even considering armor. I do agree that it's not overly special and certain not game breaking, but it's a great deal better than the magic missiles of ages past.

In fact, that brings to mind an idea I've had brewing for a while, regarding spells and damage. I'll put it on paper sometime this evening and post it for feedback. :)

I'd still say this is entirely a function of standard characters, not the spell, short swords, too, are far better in this system at fighting off mooks than other variations.

Agreed. The thing about magic missile is the ability to automatically hit three of those standard characters using only a single half-action. Assuming a decent amount of your standard foes aren't wearing medium or heavy armor (I know they don't in my games), that's a solid attack spell.

delroland

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Don't forget the Spell Secret ability of the Mage class with which we can drop the level of magic missle to 0, thus allowing one to cast it ad nauseum.

Or just wait until the Mage gets Arcane Wellspring at level 10. Pew pew!

Sletchman

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Don't forget the Spell Secret ability of the Mage class with which we can drop the level of magic missle to 0, thus allowing one to cast it ad nauseum.

Or just wait until the Mage gets Arcane Wellspring at level 10. Pew pew!

So far, my groups entire use of Spell Secret has been to reduce level 1 spells to 0.  So far we've had True Strike, Cure Wounds I, Burning Hands and Magic Missile.