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Doesn't magic missile do force damage? According to the text shown at 3:14 alchemical requires the spell to deal acid, fire, necrotic or poison damage.... Meaning the bonus cannot be applied to magic missile. Edit: OK....watch the video in full before commenting. This is already addressed in the video.
I don't buy this ruling. You should roll for each missile. This is not the same as a fireball or lightning bolt where 1 blast of energy damages multiple enemies. They are separate darts just because they hit simultaneously should not mean you only roll once. Especially when each dart is treated separately for concentration checks. If you are rolling once for the spell and all darts hit simultaneously then there should only be one concentration check for a spell caster who is hit by multiple darts. You shouldn't have it both ways for this spell. Jmtc.
I have a combo, the Sorcerer. Shocking Grasp quicken Magic Missile. If Shocking Grasp hits that takes away their reactions. No reactions means no Shield or Counter Spell. No way to defend themselves from Magic Missile.
@@kingmasterlord let me give you a hand, and say yes. Shocking Grasp is a touch hand spell. You can hold a staff with one hand and use your other hand for shocking grasp.
@@kingmasterlord The staff doesn’t have to be an arcane focus, something else can be it instead. Like having a ring to be arcane focus instead. Some dnd games; my GM’s allow me casts spells leaving my staff on my back. I hope I helped.
Man, one of my favourite memories of my early days in D&D was my DM hitting my 6lvl Paladin with a 5th level magic missile rolling a 4 but I cast shield (magic initiate) to negate it all
Since wotc did that massively harsh nerf on the change damage type ability for scribes wizard, dipping into sorcerer or taking metamagic adept would let you change the damage type regardless of level.
And then party all get the uncommon magic item of brooch of shielding. Resistance to force damage, and immune to magic missile. You don’t even need to cast shield.
That's true for the UA Scribes Wizard, but with the published version adds a spell level condition, so Chromatic Orb would only allow you to change the damage type of spells cast using a 1st level slot - it wouldn't work for an upcast Magic Missile.
In one 3.5 campaign, I played a build a found online that used a lot of metamagic to unleash an absurd quantity of magic missiles. Twin spell, repeat spell, and the like made for a barrage of many missiles, all of which could still be shut down with a single Shield spell.
I had an idea for a Dragon-monk, dragon-sorc (blue) Multiclass that realy could work with some of these ideas. That being said i would add the Elemental adept feat for ignoribg resistances.
I had missed that clarification. I wish I had still missed that clarification. I've been rolling Magic Missile damage for 35 years, I'm not likely to change the way I do it now, even if I was so inclined.
I have a suggestion for an alternate function for this spell. "Medical Missile", target an ally and replace damage with healing (up to the target's maximum). Anyone reading this, feel free to "steal" it (DM discretion applies of course).
In a previous campaign (2019) My character who went through 12 levels of never landing the finishing blow and killing someone themselves, accidentally killed a dragon with his wand of magic missiles, and grief stricken converted his standard wand of magic missile with a unicorn horn he had acquired (long story), and converted it to wand of Healing missiles.
first order is to ask the DM if healing is damage or not. If so then get a healing spell in your wizard spellbook. If you manage both, well then you'll be a really strong healer, even better with signature spell
My favorite build is 2 Fighter, 1 Hexblade, 17 Evoker Aasimar (personally like Scourge for that extra damage at EoT) or Goblin with Action Surging a 9th and 8th level Magic Missile after a BA Hexblade's Curse, while wielding a Shavarran Birch Focus and attuned to an Ioun Stone of Mastery. ((1d4+1+1+5+7)×11)+20+((1d4+1+1+5+7)×10) in a single turn, without help. Hold up your Counterspell for their inevitable Shield or Counterspell.
Remember kids: a Wand of Magic Missile is not the same thing as a firearm. If you told a gunslinging Fighter or Rogue that the best use of their martial abilities is with a spell that automatically hits instead of a ranged attack, you'd be laughed out of the room. Not to mention that the wand is already magical while a gun can become magical and be stronger.
Now All I want to do is play a scribe/hex blade because it seems cool to flavor the magical missiles as magic copies of your weapon or ethereal daggers being thrown out at your enemies.
Bit late to the party, but I wanted to go over the rules and calculations myself. So from my calculations, it is fairly obvious that the warlock 1 dip is always great. It's It's flat +6 per missile at max proficiency which is always great. Second point an overall thing regarding the scribes transmute and the bard abilities. For one you can't bardic inspiration yourself, it has to come from a friend. The spirits bards ability only adds damage at level 6, and only to bard spells so you'd have to get magic missile on your bard list via magical secrets at 10. This is aside from the rules issues with the spell needing material components to use a focus in place of, which magic missile doesn't have. This is clearly not RAI, I included it in my calculations but it didn't end up mattering. Major issue here is scribes wizard let's you transmute a wizard spell from another spell in your wizard spellbook that lists that element type. Because you can only take 7 levels scribe wizard with the 2 cleric 1 warlock with 10 bard, you can only transmute a 4th level magic missile to lightning damage to maximise the d4 (and possibly the d6 bard power?). This is less of an issue if you want to do 17 wizard 2 cleric 1 warlock, but we will get to that. For my calculations I haven't added fury of the small or bardic inspiration, these are additive and so can always be stacked on top of the calculations given you have a bard ally and start goblin. So overall in my calculations, there are a few issues with the videos claims. The main issues are using bards abilities at all. Due to the mechanics of the ability, you need at least 10 levels bard. As mentioned earlier trying to maximise via cleric reduces the spell level so much that the damage doesn't compare at all to other options, with a 4th level magic missile dealing 87 lightning damage, 102 if you also max the d6 per missile bard ability. Similarly maxing out a scribe wizard with a 2 cleric dip and 1 warlock using prismatic wall as the proxy spell only gets you 121 damage from a 9th level slot. Maximising the damage isn't as useful as more missiles adding +7 or more per bonus missile. So why not max bard? Aside from not getting the signature spell until level 10, bard 19 warlock 1 comes in second place. With the 9th level slot doing 143 force damage, the 8th level doing 130, the 7th level doing 117, 6th at 104 and the 5th at 81. I list extra slots as they are long rest recharge unlike the hexblade curse or channel divinity, slots are the main used resource. So the clear winner came up as evocation wizard 19 warlock 1. But not for the reasons the first build nerdarchy gave. While the overchanneled 5th level version does a respectable 112 force damage, the real juice is with the higher level slots. Simply due to the flat +5 per missile from the 10th level evocation wizard subclass, the 9th level slot is 159.5 damage, 8th at 145, 7th at 130.5, 6th at 116, regular 5th at 101.5. All this and you can still be a 19th level evocation wizard, so the build scales pretty well throughout the game as your intelligence increases and your proficiency goes up. Final notes, meteor swarm is an average of 140 damage (+11 for evocation and curse), save for half, so single target a simple 9th level magic missile can outdamage even the highest burst spells, again given you're facing a single enemy. The burst damage here isn't better than other combos in the game, so I feel it's still perfectly balanced, if memey.
You're correct and so many people get that blatantly wrong by ignoring the scribe wizard restriction. But I'll tweak your build slightly- it's evocation wizard 17, hex warlock 1, fighter 2. Now you have simulacrums that can action surge for double the missiles in a turn per short rest.
@@ominous5409 Its a good idea, but do keep in mind your version is much more resource intensive. Not only are you using twice the spell slots to do near twice the damage, but you're also missing out on more overall slots and getting them more quickly. Especially for a single target burst oriented build I think resources matter a lot so personally wouldn't opt for this route. In terms of level progression my build will likely feel better for most of the game, especially as you can mostly just play as a wizard for the entire game. Your version can have the advantage of starting fighter, but comes with the drawbacks of slots and progression.
I have an idea for a build. Low intelligence wizard. Let's say you rolled low for all 6 of your ability scores during character creation and the Dungeon Master isn't allowing you to re-roll. What spells at each spell level are still effective even if your intelligence (your highest ability score) is below 10?
@@JacksonOwex if you're rolling in order then you don't get to decide where the low score goes. Of course, you can always choose to play something that isn't wizard, but where's the fun in that?
I would like to see another Magic Duelist build that incorporates Sorcerer and specializes in breaking Concentration. Example 1: • Action = Subtle Spell Magic Missile (so it cannot be Counterspelled). I think you could also add Empowered Spell. • Reaction = Counterspell if opponent tries to use Shield Example 2: • Action = Subtle Mind Sliver to soften up target to Save or Suck spell. • Bonus Action = Quickened Tasha’s Hideous Laughter to incapacitate opponent What do you think?
there's another caveat to the alchemist's feature, you can only do it to a spell you cast using alchemist's supplies as your spell focus and magic missile is not on the alchemist's spell list so cannot be cast with alchemist supplies as the spell focus... plus the bard feature says if you use the spiritual focus, you can only use 1 focus to cast a spell, the alchemist supplies or the spiritual focus, not both 1 lvl for hexblade, 14 levels for enpowered evocation and overchannel, and 3 levels for spirits bard (except the ability to do the extra damage only kicks in at 6th level with that feature, making this build a total of 21 levels and illegal) for the 2nd build it's doable but you need 10 levels in spirits bard because magic missile is not a bard spell and the spiritual focus will only work and add the extra damage to bard spells you cast, so you'll have to pick up magic missile with the 10th level magical secrets feature for it to count as a bard spell
Lovely video as always gents, I always do look forward to these. There are a couple things to note though. To use Alchemy Supplies as a focus, you have to cast an Artificer spell (Magic Missile isn't). However, the Artificer Initiate feat allows you to use a tool as a focus for any spell that uses your Intelligence, so a Scribe/Alchemist with the feat can do it. Second, Awakened Spellbook only allows you to change damage types when you have a spell in your spellbook of the damage type you want, at the proper level. You'd need a Wizard thunder or lightning spell, not a spell you know as another class (such as Bard with or without Magical Secrets).
I had a lot of fun giving my homunculus a wand of magic missiles and had it fly around casting the spell from safety :) I even gave a wand of magic missiles to a skeleton once!
Pretty sure you can't benefit from empowered evocation/overchannel and spiritual focus at the same time. Any time the spell is cast, whether it's on your bard or wizard or both lists, it's only either a bard or wizard spell, not both
an additional note, both the artificer/alchemist and the cleric/tempest allow for altering the damage from the magic missile spell so long as you use the wizard/scribe's 2nd level feature... but you have to use only 1 type of damage and the cleric/tempest allows only thunder or lightning which does not match with the artificer/alchemist's acid, fire, necrotic, or poison damage options... so you can only use 1 per type of build this is not to accuse you of breaking such a rule, just to notify those who may try to mix and match the options you provided to create their own builds to be aware that they cannot benefit from both
I had a fond time when i was in a homebrew campaign where i got to play a homebrewed sorcerer/wizard (homebrewed sorcerer sub that allows me to use int instead of cha, along with ua loremaster) and with a buffed upcasting for magic missile and a buffed amount of sorcery points I spammed upcast magic missile.
It is worse than that - you need to cast a Bard spell through the focus. And since MM isn’t a bard spell, you would have to be level 10 and get it with magical secrets. But worse still is that MM has no material component, so it cant be cast through the spiritual focus anyways.
@@gabojill19 incorrect. A spellcasting focus is used in place of M components of spells that do not have a gold cost. If a spell does not have an M component, then it would not use the spellcasting focus, which is a requirement of the Spirit Bard feature to deal damage or boost healing. Only the artificer class has a feature that explicitly stated that all spells cast using their spellcasting trait have a material component: "tools required you produce your artificer spell effects through your tools. you must have a spellcasting focus-specifically thieves’ tools or some kind of artisan’s tool-in hand when you cast any spell with this spellcasting feature (meaning the spell has an ‘m’ component when you cast it)." The ONLY way for the feature to work realistically in-game is if the DM allows the player to use the focus on spells that do not ordinarily have the M component, or some other compromise. But as written the feature is incredibly limited.
@@44tuck3r true. My bad, a focus isn´t needed to cast. However I don´t see why it couldn´t be used if there are no material components in the spell. This would hamper any magic item focus that grant a bonus to DC and the like.
You guys forgot that Bestow Curse allows you to deal an extra 1d8 Necrotic damage with each of your spells to a creature that fails a Wisdom save. Still doesn't apply to every dart, but it is extra damage.
I was able to 1 shot a beholder with a combination of hexblade warlock, grave domain cleric and Eldritch knight. I was a wand slinger type character “basically a cowboy” and never used any martial weapons. My DM allowed me to use magic wands like the wand of magic missile that I called “big iron” to great effect. Another funny thing about that character was when there was a large dangerous Varmint the party sent me to fight them while they handled their other casters or enemies.
1D4+1+Int(3 or 4)+Cha(5)+1D8+PB(6) = Massive damage per missile. Minimum of 17 damage PER MISSILE, max of 27, average of 22. Artificer Initiate Feat: Lets you cast Int spell with Alchemical Supplies, so you can cast Magic Missile as a Scribes Wizard with them. 5 lvls in Alchemist Artificer changing the damage type to acid to add you Int mod. (You need to cast the Magic Missile/the spell with Alchemical Supplies to do this.) 6 lvls in Black Dragon Sorcerer to add your Cha mod. Metamagic Distant Spell to have an easy time casting Bestow Curse, Subtle Spell because it's fun. 1 lvl in Hexblade Warlock for obvious reasons. The rest (8) in Scribes Wizard. Learning 1 spell of each level you can that does acid damage. (You have to pick between Poison [ha no], Fire, or Acid. And google says acid has the least number of monsters with that damage resistance compared to the others.) Max Cha first because of Eldritch Blast, use an ASI to take Eldritch Adept to gain Agonizing Blast without losing any caster levels. (Spell Slots aren't free, cantrips are) Bestow Curse triggers off of each instance of damage so each dart will be doing an extra 1D8 upon contact (so this you do roll this for each missile instead of a single roll like the D4), and you'll likely upcast Bestow Curse to 5th level so your concentration can be used on better things like a summon because you're a 17th level caster at 20th level but only know spells of 2nd level in Artificer, 3rd Sorcerer, and 4th in Wizard and can only do this massive Magic Missile damage with slots known as a wizard because you need to change the damage type. So early game would be 1st and 2nd level magic missiles, late would be 3rd and 4th. Variant Human getting Cha and Int to 16 - Artificer Initiate 1 Warlock (Stable first level) 3 Wizard (2nd lvl Wizard known spells) 5 Artificer (Mind Sharpener infusion) 6 Sorcerer (Metamagic Distant Spell) 5 Wizard (Bestow Curse, Glyph of Warding, and a Summon/good concentration spell)
The Hexblade curse wouldn’t add to each dart because all darts impact at the same time. You only get to add the extra Hexblade curse damage once even if you hit with 2 or more darts.
Just take one level as a Hexblade Warlock for Hexblade's Curse, then multiclass into a Divine Soul Sorcerer to get access to Magic Missile and Spirit Shroud. Cast Spirit Shroud at 9th Level for 4d8 necrotic damage per dart. Hexblade Curse for 6 points of damage per dart. Then just cast Magic Missile at 8th Level doing 10 darts, all of which are doing 1d4 + 1 + 4d8 + 6 per dart, for a average of 27.5 damage. Multiply that by 10 darts and you get 275 points of damage.
We had an evil party member (high level) kill someone at a mage university. Not afraid that a teacher and his class witnessed it. A professor held counter spell while his class of 40 students (lvl 1 wizards) threw 120d4+120 of magic missile damage.
These are a bunch of great suggestions to drastically improve the Magic Missile spell. Didn't even know it was possible to do that. 👍 I also didn't know it was only one die roll. I'm going to disappoint some of my players.
The problem with spirit bard is that the Spiritual Focus requires you to be casting the spell through your focus and it must be a bard spell - even if you have 10 levels of bard for magical secrets, magic missile has no material component with which to use the focus. the scribe wizard allows you to use the awakened spellbook as a focus, but the benefits do NOT require the focus to be used - it just has to be a wizard spell.
unfortunately that is incorrect, the damage type you are changing the spell to must be from a spell you have in your book that at it's lowest level is the same level as the slot you are using to cast magic missile, ie if you have a fire damage dealing spell of 3rd level in your book and an cold damage spell of 4th level in your book then you could not make a 4th level magic missile into fire or a 3rd level magic missile into cold.
You could also use a lot from the Lore Master in Unearthed Arcana, but there’s not many of those folks around and it’s not been promoted beyond playtest.
TCoE also added the transmuted spell metamagic ability to spend 1 SP to convert the damage of any spell to acid, cold, fire, lightning, poison or thunder damage. You wouldn't even need to take a level in Sorcerer since you could just take the metamagic adept feat.
Not true. The Transmuted Spell metamagic only allows you to change the damage type of spells if they are of a type on the list. So no changing force to thunder. "When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder."
@@loganreed291 whoops, I guess I misread that the first time through. I wonder if that could be combined with order of scribes to fill levels where you don't have access to a particular damage type.
On a epic game, a cabal of wizards surrounded all 3 players. They were all lv 3 wizards except for the leader, an epic Archmage. On first round every wizard casted magic missile, one on each player. It was the scariest round...
My build Sec 1 and 2 Take empower and twin War 3 for the curse as you dud Sec 4 and 5 Take the feat magic initiative for hunters mark Sec all the way to 19 The only other option is to add 2 fighter for action surge. You would be Sec 17, war 1, fat 2 Twin hex and normal magic missle would hurt, but having the hunters mark to still be able to hit them behind total cover, upside. If I am wrong about this please feel free to correct me.
Goblin, Cleric(Tempest)2, Warlock(Hexblade)1, Sorcerer(Draconic)6 - Shocking Grasp 1d8+Elemental Affinity(5)+Fury of the Small(+9)+Hexblade's Curse(4)+Hex(1d6) - 25 lightning + 1d6 necrotic. And can do 1d8+4+5 lightning + 1d6 necrotic every round. With Magic Missile (using Transmuted Spell) it would be 25+5+9+4=43
@@dragonhearthx8369 Which is why there is the calculation without it that you can do every attack. And can do 1d8+4+5 lightning + 1d6 necrotic every round
How I ran someone out of spell slots. Here are my bags of magic missile. I mean bags of holding holding filled with wands of magic missile. Run away and keep hitting them.
What about Hex to enhance Magic Missile? I am building a scorlock with 3 ranks in Warlock (Pact of the chain).. and was thinking I could use the Hex spell to enhance magic missile with that 1d6 per dart just like the eldridtch blasts.
1 hexblade, then 10 evocation wizard, sometime after that grab 2 fighter for action surge. I can't remember the average but this did a metric ton of damage around lvl 14
Because the spell is worded once per turn when you damage to a target it's just once. Here is a video we did about maximizing damage from magic missile spell. ruclips.net/video/Q8eCBXvRvhg/видео.html Nerdarchist Dave
Is that a new rule? That rolling 1 die thing is how i've been doing magic missile for years. Same thing with cantrip die, fireball, or really anything else that has you rolling multiple dice. It's just so much easier to roll one die and then multiply it. Especially irl. Online it's not really that big a deal either way. The program you're using will probably do the math for you, so by all means roll as many dice as you want.
Magic missle has always been roll 1 die for damage and thats the damage for each missle... you should NOT be doing that for other spells like fireball. If the spell says roll 8d6 YOU ROLL 8D6. Magic missle says you roll 1d4 so you just roll 1d4.
@@fallendeus No Magic Missile says "A dart deals 1d4+1 force damage" so the THREE darts SHOULD deal 3d4+3 and and extra 1d4+1 per spell slot level used over 1st level and THAT is how it's always been, except that Magic Missile used to just be 1 missile at level one and you gained another at levels 3, 5, 7, and 9! I have NO idea why the hell WotC felt the need to change the spell this much, I am FINE with the extra missiles and no longer stopping at 5 missiles but the other changes are just crap!
@@JacksonOwex no what i meant is RAW it is one damage roll and that is the damage that each dart will do. So you roll a 2, each dart will do 3 damage. You dont roll for each dart. Doesn't matter how it worked in past editions, i am telling you how it works now.
This isn't a new thing. RAW it has always been 1d4 rolled and each missle deals damage equal to the die roll plus one. The issue was is that it was not worded clearly enough that people that didn't like the idea of 6 damage for a 1st lvl spell when the potential is 15 or the like to throw multiples of their shinny click clack rocks. Either way the idea of a die per missle was spread. That was how I was originally taught that the spell worked. When I was later told that it was one die I looked into it and JC confirmed it was written as one die but either way works. Since I Started playing 5E with Adventures League I chose to follow RAW as that is how AL is usually done.
@@fallendeus maybe, but again, my way is easier. I've been doing it that way since i started back in 3.5. Mainly because my first dice set was this crappy set from walmart that cost like 5 bucks and only had one of each die in it. Easier just to roll one and multiply it then pick up and roll the exact same die and try to remember the numbers.
I hate the auto-hit. My players were really reluctant to pursue less 'guaranteed' options that were far more thematic with their characters (necromancy, illusion, etc.). Players also want to roll every die.
If your sorcerer used quicken to cast magic missile at 5th, then cast magic missile as an action would all those bonuses come into play for both spells?
Quicken does not bypass the restriction on casting more than 1 spell of first level or higher per turn, it only allows you to use a bonus action to cast a spell that normally requires an action, ie you cast a magic missile as a bonus action using quicken spell and the only spells you can now cast on this turn as an action are cantrips. Note that you could still cast a second spell as a reaction during the same round (shield for instance) as that would no longer be your turn.
Like 6 draconic sorcerer, 12 lore wizard, 2 fighter... You could add charisma to a modified missile, action surge, do it again, bonus action cantrip?... and still have 9th level spell slots to convert or upcast with...
If a party - or even single character - is so desperate for damage output that they have to go through this degree of minmax gymnastics, then something about the game they're playing is terribly broken. How would the players feel if an NPC BBEG used this method on them? They would scream bloody murder. If they want to play D&D like they're in an Epic Level WoW Raid, fine. But to me that undermines the core of the game's fun.
Some people enjoy colouring books. Others enjoy sudoku. As in, some people legitimately derive pleasure from crunching numbers. It's not a zero sum game. Let them have their fun. Then tell them that they can never do that again, or they'll burn out their connection to the arcane. Lol.
I see nothing in the description of magic missile to indicate that you would roll once and apply that damage to every missile, every player and DM I have ever seen use that spell has always rolled each dart individually, additionally the order of scribes ability specifies that it has to be a wizard spell from your book and the alchemical savant specifies that the spell must be cast using the alchemists supplies as the spellcasting focus which you cannot do with the wizard spells. Other than that cool video.
Jeremy Crawford said you roll a single die for magic missile? Swear to whatever one holds holy, that man is an absolute nitwit. Almost every answer as Sage Advice he gives does not answer the actual question in any real way. And the garbage he spouts is like he's trying to make everyone play his own homebrew version of the game, which is utter trash. That's like some Asian guy comes up to you and says you should eat spaghetti with chopsticks because that's what he does. No dude, just because you are doing it in a sub optimal way doesn't mean people should change their better ways to suit your ideas.
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Doesn't magic missile do force damage? According to the text shown at 3:14 alchemical requires the spell to deal acid, fire, necrotic or poison damage....
Meaning the bonus cannot be applied to magic missile.
Edit: OK....watch the video in full before commenting. This is already addressed in the video.
I don't buy this ruling. You should roll for each missile. This is not the same as a fireball or lightning bolt where 1 blast of energy damages multiple enemies. They are separate darts just because they hit simultaneously should not mean you only roll once. Especially when each dart is treated separately for concentration checks. If you are rolling once for the spell and all darts hit simultaneously then there should only be one concentration check for a spell caster who is hit by multiple darts. You shouldn't have it both ways for this spell. Jmtc.
@@matthewbrown4883 great thing about rpgs is you can run them your way at your table.
Nerdarchist Dave
I have a combo, the Sorcerer. Shocking Grasp quicken Magic Missile. If Shocking Grasp hits that takes away their reactions. No reactions means no Shield or Counter Spell. No way to defend themselves from Magic Missile.
Great combo.
Nerdarchist Dave
does shocking grasp have to be bare handed touch or can it be done through a staff tip?
@@kingmasterlord let me give you a hand, and say yes. Shocking Grasp is a touch hand spell. You can hold a staff with one hand and use your other hand for shocking grasp.
@@bubbles9829 which is exactly what I wanted to avoid having to do.
@@kingmasterlord The staff doesn’t have to be an arcane focus, something else can be it instead. Like having a ring to be arcane focus instead.
Some dnd games; my GM’s allow me casts spells leaving my staff on my back. I hope I helped.
Man, one of my favourite memories of my early days in D&D was my DM hitting my 6lvl Paladin with a 5th level magic missile rolling a 4 but I cast shield (magic initiate) to negate it all
Since wotc did that massively harsh nerf on the change damage type ability for scribes wizard, dipping into sorcerer or taking metamagic adept would let you change the damage type regardless of level.
Transmute Spell only works on acid, cold, fire, lightning, poison, and thunder spells, unfortunately.
@@H4LFsanity yeah, the metamagic was my first thought but then I remembered the restrictions.
And then party all get the uncommon magic item of brooch of shielding. Resistance to force damage, and immune to magic missile. You don’t even need to cast shield.
As a order of the scribes wizard, I can tell all you need is chromatic orb in your list and you cover virtually all damage types from early on 😁
That's true for the UA Scribes Wizard, but with the published version adds a spell level condition, so Chromatic Orb would only allow you to change the damage type of spells cast using a 1st level slot - it wouldn't work for an upcast Magic Missile.
In one 3.5 campaign, I played a build a found online that used a lot of metamagic to unleash an absurd quantity of magic missiles. Twin spell, repeat spell, and the like made for a barrage of many missiles, all of which could still be shut down with a single Shield spell.
3.5 what a system. Still probably the best age of rpg.
@@lokirip2372 I generally prefer 5e, but 3.5 let you do more crazy things.
I had an idea for a Dragon-monk, dragon-sorc (blue) Multiclass that realy could work with some of these ideas.
That being said i would add the Elemental adept feat for ignoribg resistances.
I had missed that clarification. I wish I had still missed that clarification.
I've been rolling Magic Missile damage for 35 years, I'm not likely to change the way I do it now, even if I was so inclined.
I have a suggestion for an alternate function for this spell. "Medical Missile", target an ally and replace damage with healing (up to the target's maximum). Anyone reading this, feel free to "steal" it (DM discretion applies of course).
In a previous campaign (2019) My character who went through 12 levels of never landing the finishing blow and killing someone themselves, accidentally killed a dragon with his wand of magic missiles, and grief stricken converted his standard wand of magic missile with a unicorn horn he had acquired (long story), and converted it to wand of Healing missiles.
first order is to ask the DM if healing is damage or not. If so then get a healing spell in your wizard spellbook. If you manage both, well then you'll be a really strong healer, even better with signature spell
My favorite build is 2 Fighter, 1 Hexblade, 17 Evoker Aasimar (personally like Scourge for that extra damage at EoT) or Goblin with Action Surging a 9th and 8th level Magic Missile after a BA Hexblade's Curse, while wielding a Shavarran Birch Focus and attuned to an Ioun Stone of Mastery. ((1d4+1+1+5+7)×11)+20+((1d4+1+1+5+7)×10) in a single turn, without help. Hold up your Counterspell for their inevitable Shield or Counterspell.
Remember kids: a Wand of Magic Missile is not the same thing as a firearm. If you told a gunslinging Fighter or Rogue that the best use of their martial abilities is with a spell that automatically hits instead of a ranged attack, you'd be laughed out of the room. Not to mention that the wand is already magical while a gun can become magical and be stronger.
Now All I want to do is play a scribe/hex blade because it seems cool to flavor the magical missiles as magic copies of your weapon or ethereal daggers being thrown out at your enemies.
Bit late to the party, but I wanted to go over the rules and calculations myself.
So from my calculations, it is fairly obvious that the warlock 1 dip is always great. It's It's flat +6 per missile at max proficiency which is always great.
Second point an overall thing regarding the scribes transmute and the bard abilities. For one you can't bardic inspiration yourself, it has to come from a friend.
The spirits bards ability only adds damage at level 6, and only to bard spells so you'd have to get magic missile on your bard list via magical secrets at 10. This is aside from the rules issues with the spell needing material components to use a focus in place of, which magic missile doesn't have. This is clearly not RAI, I included it in my calculations but it didn't end up mattering.
Major issue here is scribes wizard let's you transmute a wizard spell from another spell in your wizard spellbook that lists that element type. Because you can only take 7 levels scribe wizard with the 2 cleric 1 warlock with 10 bard, you can only transmute a 4th level magic missile to lightning damage to maximise the d4 (and possibly the d6 bard power?). This is less of an issue if you want to do 17 wizard 2 cleric 1 warlock, but we will get to that.
For my calculations I haven't added fury of the small or bardic inspiration, these are additive and so can always be stacked on top of the calculations given you have a bard ally and start goblin.
So overall in my calculations, there are a few issues with the videos claims.
The main issues are using bards abilities at all. Due to the mechanics of the ability, you need at least 10 levels bard. As mentioned earlier trying to maximise via cleric reduces the spell level so much that the damage doesn't compare at all to other options, with a 4th level magic missile dealing 87 lightning damage, 102 if you also max the d6 per missile bard ability.
Similarly maxing out a scribe wizard with a 2 cleric dip and 1 warlock using prismatic wall as the proxy spell only gets you 121 damage from a 9th level slot. Maximising the damage isn't as useful as more missiles adding +7 or more per bonus missile.
So why not max bard? Aside from not getting the signature spell until level 10, bard 19 warlock 1 comes in second place. With the 9th level slot doing 143 force damage, the 8th level doing 130, the 7th level doing 117, 6th at 104 and the 5th at 81. I list extra slots as they are long rest recharge unlike the hexblade curse or channel divinity, slots are the main used resource.
So the clear winner came up as evocation wizard 19 warlock 1. But not for the reasons the first build nerdarchy gave.
While the overchanneled 5th level version does a respectable 112 force damage, the real juice is with the higher level slots.
Simply due to the flat +5 per missile from the 10th level evocation wizard subclass, the 9th level slot is 159.5 damage, 8th at 145, 7th at 130.5, 6th at 116, regular 5th at 101.5.
All this and you can still be a 19th level evocation wizard, so the build scales pretty well throughout the game as your intelligence increases and your proficiency goes up.
Final notes, meteor swarm is an average of 140 damage (+11 for evocation and curse), save for half, so single target a simple 9th level magic missile can outdamage even the highest burst spells, again given you're facing a single enemy.
The burst damage here isn't better than other combos in the game, so I feel it's still perfectly balanced, if memey.
You're correct and so many people get that blatantly wrong by ignoring the scribe wizard restriction. But I'll tweak your build slightly- it's evocation wizard 17, hex warlock 1, fighter 2. Now you have simulacrums that can action surge for double the missiles in a turn per short rest.
@@ominous5409 Its a good idea, but do keep in mind your version is much more resource intensive.
Not only are you using twice the spell slots to do near twice the damage, but you're also missing out on more overall slots and getting them more quickly.
Especially for a single target burst oriented build I think resources matter a lot so personally wouldn't opt for this route.
In terms of level progression my build will likely feel better for most of the game, especially as you can mostly just play as a wizard for the entire game. Your version can have the advantage of starting fighter, but comes with the drawbacks of slots and progression.
I have an idea for a build. Low intelligence wizard.
Let's say you rolled low for all 6 of your ability scores during character creation and the Dungeon Master isn't allowing you to re-roll.
What spells at each spell level are still effective even if your intelligence (your highest ability score) is below 10?
Why did you put your low score in INT if you were building a Wizard, and what exactly is "low"?
@@JacksonOwex if you're rolling in order then you don't get to decide where the low score goes. Of course, you can always choose to play something that isn't wizard, but where's the fun in that?
Wall of force and that kinda stuff. Fog clouds.
@@JacksonOwex I am being hypothetical. If all 6 of your scores are below 10 and you put your highest in Intelligence, you are still low intelligence.
Wow, super cool Lego Bionicle and Knights' Kingdom masks at 0:55 ! I've never seen those before.
I would like to see another Magic Duelist build that incorporates Sorcerer and specializes in breaking Concentration.
Example 1:
• Action = Subtle Spell Magic Missile (so it cannot be Counterspelled). I think you could also add Empowered Spell.
• Reaction = Counterspell if opponent tries to use Shield
Example 2:
• Action = Subtle Mind Sliver to soften up target to Save or Suck spell.
• Bonus Action = Quickened Tasha’s Hideous Laughter to incapacitate opponent
What do you think?
there's another caveat to the alchemist's feature, you can only do it to a spell you cast using alchemist's supplies as your spell focus and magic missile is not on the alchemist's spell list so cannot be cast with alchemist supplies as the spell focus... plus the bard feature says if you use the spiritual focus, you can only use 1 focus to cast a spell, the alchemist supplies or the spiritual focus, not both
1 lvl for hexblade, 14 levels for enpowered evocation and overchannel, and 3 levels for spirits bard (except the ability to do the extra damage only kicks in at 6th level with that feature, making this build a total of 21 levels and illegal)
for the 2nd build it's doable but you need 10 levels in spirits bard because magic missile is not a bard spell and the spiritual focus will only work and add the extra damage to bard spells you cast, so you'll have to pick up magic missile with the 10th level magical secrets feature for it to count as a bard spell
Magic Missile has always been a fav of mine , yall are awesome keep it up
The Thunderbolt Strike from tempest only moves them with lightning damage not thunder
Lovely video as always gents, I always do look forward to these. There are a couple things to note though.
To use Alchemy Supplies as a focus, you have to cast an Artificer spell (Magic Missile isn't). However, the Artificer Initiate feat allows you to use a tool as a focus for any spell that uses your Intelligence, so a Scribe/Alchemist with the feat can do it.
Second, Awakened Spellbook only allows you to change damage types when you have a spell in your spellbook of the damage type you want, at the proper level. You'd need a Wizard thunder or lightning spell, not a spell you know as another class (such as Bard with or without Magical Secrets).
I had a lot of fun giving my homunculus a wand of magic missiles and had it fly around casting the spell from safety :) I even gave a wand of magic missiles to a skeleton once!
Pretty sure you can't benefit from empowered evocation/overchannel and spiritual focus at the same time.
Any time the spell is cast, whether it's on your bard or wizard or both lists, it's only either a bard or wizard spell, not both
an additional note, both the artificer/alchemist and the cleric/tempest allow for altering the damage from the magic missile spell so long as you use the wizard/scribe's 2nd level feature... but you have to use only 1 type of damage and the cleric/tempest allows only thunder or lightning which does not match with the artificer/alchemist's acid, fire, necrotic, or poison damage options... so you can only use 1 per type of build
this is not to accuse you of breaking such a rule, just to notify those who may try to mix and match the options you provided to create their own builds to be aware that they cannot benefit from both
I had a fond time when i was in a homebrew campaign where i got to play a homebrewed sorcerer/wizard (homebrewed sorcerer sub that allows me to use int instead of cha, along with ua loremaster) and with a buffed upcasting for magic missile and a buffed amount of sorcery points I spammed upcast magic missile.
I feel obligated to point out that the d6 bonus from spiritual focus only starts applying once you have 6 Bard levels.
It is worse than that - you need to cast a Bard spell through the focus. And since MM isn’t a bard spell, you would have to be level 10 and get it with magical secrets.
But worse still is that MM has no material component, so it cant be cast through the spiritual focus anyways.
@@44tuck3r if you get it through magical secrets, yes it can.
@@gabojill19 incorrect. A spellcasting focus is used in place of M components of spells that do not have a gold cost. If a spell does not have an M component, then it would not use the spellcasting focus, which is a requirement of the Spirit Bard feature to deal damage or boost healing.
Only the artificer class has a feature that explicitly stated that all spells cast using their spellcasting trait have a material component:
"tools required
you produce your artificer spell effects through your tools. you must have a spellcasting focus-specifically thieves’ tools or some kind of artisan’s tool-in hand when you cast any spell with this spellcasting feature (meaning the spell has an ‘m’ component when you cast it)."
The ONLY way for the feature to work realistically in-game is if the DM allows the player to use the focus on spells that do not ordinarily have the M component, or some other compromise. But as written the feature is incredibly limited.
@@44tuck3r true. My bad, a focus isn´t needed to cast. However I don´t see why it couldn´t be used if there are no material components in the spell. This would hamper any magic item focus that grant a bonus to DC and the like.
@@gabojill19 I agree - I would allow this to apply much more broadly if one of my players wanted to play this subclass
So glad this came out right after my party's wizard created a staff of magic missile
You guys forgot that Bestow Curse allows you to deal an extra 1d8 Necrotic damage with each of your spells to a creature that fails a Wisdom save.
Still doesn't apply to every dart, but it is extra damage.
I once played a half elf sorcerer who at 1st level only knew sleep and charm person used a strategy of putting foes to sleep and coup de grace on them
I was able to 1 shot a beholder with a combination of hexblade warlock, grave domain cleric and Eldritch knight. I was a wand slinger type character “basically a cowboy” and never used any martial weapons. My DM allowed me to use magic wands like the wand of magic missile that I called “big iron” to great effect. Another funny thing about that character was when there was a large dangerous Varmint the party sent me to fight them while they handled their other casters or enemies.
1D4+1+Int(3 or 4)+Cha(5)+1D8+PB(6) = Massive damage per missile. Minimum of 17 damage PER MISSILE, max of 27, average of 22.
Artificer Initiate Feat: Lets you cast Int spell with Alchemical Supplies, so you can cast Magic Missile as a Scribes Wizard with them.
5 lvls in Alchemist Artificer changing the damage type to acid to add you Int mod. (You need to cast the Magic Missile/the spell with Alchemical Supplies to do this.)
6 lvls in Black Dragon Sorcerer to add your Cha mod. Metamagic Distant Spell to have an easy time casting Bestow Curse, Subtle Spell because it's fun.
1 lvl in Hexblade Warlock for obvious reasons.
The rest (8) in Scribes Wizard. Learning 1 spell of each level you can that does acid damage. (You have to pick between Poison [ha no], Fire, or Acid. And google says acid has the least number of monsters with that damage resistance compared to the others.)
Max Cha first because of Eldritch Blast, use an ASI to take Eldritch Adept to gain Agonizing Blast without losing any caster levels. (Spell Slots aren't free, cantrips are)
Bestow Curse triggers off of each instance of damage so each dart will be doing an extra 1D8 upon contact (so this you do roll this for each missile instead of a single roll like the D4), and you'll likely upcast Bestow Curse to 5th level so your concentration can be used on better things like a summon because you're a 17th level caster at 20th level but only know spells of 2nd level in Artificer, 3rd Sorcerer, and 4th in Wizard and can only do this massive Magic Missile damage with slots known as a wizard because you need to change the damage type. So early game would be 1st and 2nd level magic missiles, late would be 3rd and 4th.
Variant Human getting Cha and Int to 16 - Artificer Initiate
1 Warlock (Stable first level)
3 Wizard (2nd lvl Wizard known spells)
5 Artificer (Mind Sharpener infusion)
6 Sorcerer (Metamagic Distant Spell)
5 Wizard (Bestow Curse, Glyph of Warding, and a Summon/good concentration spell)
The Hexblade curse wouldn’t add to each dart because all darts impact at the same time. You only get to add the extra Hexblade curse damage once even if you hit with 2 or more darts.
Just take one level as a Hexblade Warlock for Hexblade's Curse, then multiclass into a Divine Soul Sorcerer to get access to Magic Missile and Spirit Shroud.
Cast Spirit Shroud at 9th Level for 4d8 necrotic damage per dart.
Hexblade Curse for 6 points of damage per dart.
Then just cast Magic Missile at 8th Level doing 10 darts, all of which are doing 1d4 + 1 + 4d8 + 6 per dart, for a average of 27.5 damage. Multiply that by 10 darts and you get 275 points of damage.
Also get Bestow Curse and cast it at 5th Level for no concentration, for an additional 1d8 per dart.
We had an evil party member (high level) kill someone at a mage university. Not afraid that a teacher and his class witnessed it. A professor held counter spell while his class of 40 students (lvl 1 wizards) threw 120d4+120 of magic missile damage.
Who TF starts a fight outnumbered 42:1 *and* at level 1...
I’m a fan of Aasimars and War Wizard on this build. There’s something classic feeling about war wizard specializing in magic missile.
These are a bunch of great suggestions to drastically improve the Magic Missile spell. Didn't even know it was possible to do that. 👍
I also didn't know it was only one die roll. I'm going to disappoint some of my players.
The problem with spirit bard is that the Spiritual Focus requires you to be casting the spell through your focus and it must be a bard spell - even if you have 10 levels of bard for magical secrets, magic missile has no material component with which to use the focus.
the scribe wizard allows you to use the awakened spellbook as a focus, but the benefits do NOT require the focus to be used - it just has to be a wizard spell.
For a scribe wizard, the spells like CB, DB, and EB are great spells to add. They alone will qualify you for all damage types.
unfortunately that is incorrect, the damage type you are changing the spell to must be from a spell you have in your book that at it's lowest level is the same level as the slot you are using to cast magic missile, ie if you have a fire damage dealing spell of 3rd level in your book and an cold damage spell of 4th level in your book then you could not make a 4th level magic missile into fire or a 3rd level magic missile into cold.
@@ImeACunt how so? Having CB will allow you to change any spell to any elemental damage type.
You could also use a lot from the Lore Master in Unearthed Arcana, but there’s not many of those folks around and it’s not been promoted beyond playtest.
TCoE also added the transmuted spell metamagic ability to spend 1 SP to convert the damage of any spell to acid, cold, fire, lightning, poison or thunder damage. You wouldn't even need to take a level in Sorcerer since you could just take the metamagic adept feat.
Not true. The Transmuted Spell metamagic only allows you to change the damage type of spells if they are of a type on the list. So no changing force to thunder.
"When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder."
@@loganreed291 whoops, I guess I misread that the first time through. I wonder if that could be combined with order of scribes to fill levels where you don't have access to a particular damage type.
On a epic game, a cabal of wizards surrounded all 3 players. They were all lv 3 wizards except for the leader, an epic Archmage. On first round every wizard casted magic missile, one on each player. It was the scariest round...
My build
Sec 1 and 2
Take empower and twin
War 3 for the curse as you dud
Sec 4 and 5
Take the feat magic initiative for hunters mark
Sec all the way to 19
The only other option is to add 2 fighter for action surge. You would be
Sec 17, war 1, fat 2
Twin hex and normal magic missle would hurt, but having the hunters mark to still be able to hit them behind total cover, upside.
If I am wrong about this please feel free to correct me.
I don't think Twin spell works on Magic Missile.
@@The482075 the twinned would have to be a totally different target, but the twin was for the heck, hunters mark, and hex blades curse effects.
@@chriskaschafsky5846 I see. Hmm. That makes sense.
Goblin, Cleric(Tempest)2, Warlock(Hexblade)1, Sorcerer(Draconic)6 - Shocking Grasp 1d8+Elemental Affinity(5)+Fury of the Small(+9)+Hexblade's Curse(4)+Hex(1d6) - 25 lightning + 1d6 necrotic. And can do 1d8+4+5 lightning + 1d6 necrotic every round. With Magic Missile (using Transmuted Spell) it would be 25+5+9+4=43
Fury of the small is once per short rest
@@dragonhearthx8369 Which is why there is the calculation without it that you can do every attack. And can do 1d8+4+5 lightning + 1d6 necrotic every round
But I Mr Crawford, I just want to roll 7 D4s!
How I ran someone out of spell slots. Here are my bags of magic missile. I mean bags of holding holding filled with wands of magic missile. Run away and keep hitting them.
I'd add in the elemental adept feat to ignore resistance
What about Hex to enhance Magic Missile? I am building a scorlock with 3 ranks in Warlock (Pact of the chain).. and was thinking I could use the Hex spell to enhance magic missile with that 1d6 per dart just like the eldridtch blasts.
Hex blades curse….but with Jim’s Magic Missle?
I got a chalenge for you, the ultimate debuffer
1 hexblade, then 10 evocation wizard, sometime after that grab 2 fighter for action surge. I can't remember the average but this did a metric ton of damage around lvl 14
Make them an asimar so they can add level to the darts so ridiculous
Force Missile Mage from Dragon Magazine is awesome
Can you use more than 1 spell focus? At the same time?
I always keep this in my spell list.
A lvl 5 spell doing 150ish damage (30 per spell lvl) is high but not game breaking, especially since its on a single target. Cool builds.
The last line of alchemical savant says that the spell has to do acid, fire, necrotic, or poison damage so magic missile can’t benefit.
Yinz still using necrotic damage? Pffft. My succubus implements erotic damage!
Does Magic Missile using War Wizard Power Surge add to all darts or just 1?
Because the spell is worded once per turn when you damage to a target it's just once.
Here is a video we did about maximizing damage from magic missile spell.
ruclips.net/video/Q8eCBXvRvhg/видео.html
Nerdarchist Dave
Better off juicing up Eldritch Blast which is a cantrip.... Save those spell slots.
Harry Dresden thumbnail ftw
Is that a new rule? That rolling 1 die thing is how i've been doing magic missile for years. Same thing with cantrip die, fireball, or really anything else that has you rolling multiple dice. It's just so much easier to roll one die and then multiply it. Especially irl. Online it's not really that big a deal either way. The program you're using will probably do the math for you, so by all means roll as many dice as you want.
Magic missle has always been roll 1 die for damage and thats the damage for each missle... you should NOT be doing that for other spells like fireball. If the spell says roll 8d6 YOU ROLL 8D6. Magic missle says you roll 1d4 so you just roll 1d4.
@@fallendeus No Magic Missile says "A dart deals 1d4+1 force damage" so the THREE darts SHOULD deal 3d4+3 and and extra 1d4+1 per spell slot level used over 1st level and THAT is how it's always been, except that Magic Missile used to just be 1 missile at level one and you gained another at levels 3, 5, 7, and 9! I have NO idea why the hell WotC felt the need to change the spell this much, I am FINE with the extra missiles and no longer stopping at 5 missiles but the other changes are just crap!
@@JacksonOwex no what i meant is RAW it is one damage roll and that is the damage that each dart will do. So you roll a 2, each dart will do 3 damage. You dont roll for each dart. Doesn't matter how it worked in past editions, i am telling you how it works now.
This isn't a new thing. RAW it has always been 1d4 rolled and each missle deals damage equal to the die roll plus one. The issue was is that it was not worded clearly enough that people that didn't like the idea of 6 damage for a 1st lvl spell when the potential is 15 or the like to throw multiples of their shinny click clack rocks. Either way the idea of a die per missle was spread. That was how I was originally taught that the spell worked. When I was later told that it was one die I looked into it and JC confirmed it was written as one die but either way works. Since I Started playing 5E with Adventures League I chose to follow RAW as that is how AL is usually done.
@@fallendeus maybe, but again, my way is easier. I've been doing it that way since i started back in 3.5. Mainly because my first dice set was this crappy set from walmart that cost like 5 bucks and only had one of each die in it. Easier just to roll one and multiply it then pick up and roll the exact same die and try to remember the numbers.
That Dresden thumbnail tho
How can I boost magic missile as a wild magic sorcerer?
I hate the auto-hit. My players were really reluctant to pursue less 'guaranteed' options that were far more thematic with their characters (necromancy, illusion, etc.). Players also want to roll every die.
Warlock Genie Dao. Will it add proficiency damage to one dart or to all of them? I'd say one.
That ability says whenever you hit with an attack roll… magic missile has no attack roll
Where do you get your shirts?
I get mine on Amazon. Not sure where Ted gets his.
Nerdarchist Dave
I don’t mind if my players have cool or OP builds. But I am always saying that bad guys can also use it. Also thx guys for idea for my next villain!
If your sorcerer used quicken to cast magic missile at 5th, then cast magic missile as an action would all those bonuses come into play for both spells?
If a sorcerer casts quicken Magic Missile, he can only cast a cantrip with his action.
Quicken does not bypass the restriction on casting more than 1 spell of first level or higher per turn, it only allows you to use a bonus action to cast a spell that normally requires an action, ie you cast a magic missile as a bonus action using quicken spell and the only spells you can now cast on this turn as an action are cantrips. Note that you could still cast a second spell as a reaction during the same round (shield for instance) as that would no longer be your turn.
@@ImeACunt You can cast more than one lvl1+ spell per your turn, you just can't use combination of bonus and regular action to do it.
If this would ever work it'll only be once and then never again
It hurt when he said artifICER
But what's a subtle spell magic missle look like? Is there a sorcerer optimization?
Like 6 draconic sorcerer, 12 lore wizard, 2 fighter...
You could add charisma to a modified missile, action surge, do it again, bonus action cantrip?... and still have 9th level spell slots to convert or upcast with...
If a party - or even single character - is so desperate for damage output that they have to go through this degree of minmax gymnastics, then something about the game they're playing is terribly broken.
How would the players feel if an NPC BBEG used this method on them? They would scream bloody murder.
If they want to play D&D like they're in an Epic Level WoW Raid, fine. But to me that undermines the core of the game's fun.
Some people enjoy colouring books. Others enjoy sudoku. As in, some people legitimately derive pleasure from crunching numbers.
It's not a zero sum game. Let them have their fun. Then tell them that they can never do that again, or they'll burn out their connection to the arcane. Lol.
Thanks.
I see nothing in the description of magic missile to indicate that you would roll once and apply that damage to every missile, every player and DM I have ever seen use that spell has always rolled each dart individually, additionally the order of scribes ability specifies that it has to be a wizard spell from your book and the alchemical savant specifies that the spell must be cast using the alchemists supplies as the spellcasting focus which you cannot do with the wizard spells. Other than that cool video.
Missiles 🚀 of 🪄 Magic!!!
My dm has me roll damage for each missle so rip :(
Add in Spell Sniper and some ranged boosts, and you could haul a dragon down from the sky
Have you taking hex into account?
Hex only works with attacks sadly. Which Magic Missile is not.
In my game you roll 1d4 per missile not one. But I also dont play 5th.
Jeremy Crawford said you roll a single die for magic missile? Swear to whatever one holds holy, that man is an absolute nitwit. Almost every answer as Sage Advice he gives does not answer the actual question in any real way. And the garbage he spouts is like he's trying to make everyone play his own homebrew version of the game, which is utter trash. That's like some Asian guy comes up to you and says you should eat spaghetti with chopsticks because that's what he does. No dude, just because you are doing it in a sub optimal way doesn't mean people should change their better ways to suit your ideas.
Just ignore Crawford. Really. It's better.
The man's a numbnut. I'd let my mother choose my clothes before I let that guy choose the way I play the game.
FOIA redacted mad-libs euphemism for, NorA Guard US, tagab us D20 detect, D4 read y daze sanctuary shield detect guidance light message status, pixelter, bard funny shield 🛡️ and magic missile 🏹 drum 🥁
Jeremy Crawford carelessly tweets thing. Nerds ruin game.
I hate the TTRPG community sometimes.