Magic missile mastery


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Snapdragon fireworks is in Ultimate Magic.


Bob of Westgate wrote:


They aren't rays. They have never been rays. The answer is in the name itself. Magic MISSILE. as opposed to something like Scorching RAY. I've always pictured them like the Proton Torpedos luke launches from his X-wing. Spheres of pure force energy that streak forth and change trajectory to strike their target

Aye, I suppose that means they turn into literal arrows of energy since Hanks Bow uses magic missile to create it's arrows of force. Still, it does need to be specified in the description of it. That's why I was saying it could be a ray or not since there is no Type attributed to it. It flat out needs a type attached to it for simplicity sake so one doesn't have to make up a fluff for it. An errata is needed.


Why is an errata needed? It doesn't say it's a ray therefore it's not a ray. Much like everything else in the game it states permissions. If it's not stated it's not to be assumed otherwise. The fluff of the spell tells you it's pinpoints of light that streak towards an opponent. That's good enough to tell you its not a ray and there's not much else that requires explanation to the spell.

Scarab Sages

Pathfinder is not D&D. It's not 3.5, it's not 2nd Edition, and it certainly is not the mashup of Basic and 1st Edition with Unearthed Arcana that the cartoon was based on.

Relying on a description of how a magic item from a cartoon in 1983 used Magic Missile to call Magic Missile a ray in Pathfinder 20 years later gobsmacks me.


Khrysaor wrote:

Anyone know of any good metamagic threads that give convincing arguments justifying their use? I've always struggled with metamagics unless in rod form as the increase in spell level just never seems worth it. Why would I prepare a 1st level spell in a 3rd level slot when I could just drop a fireball or something else that would be more effective.

I like the idea behind metamagic I've just always felt its a bad choice for a feat to cripple your higher level spells with modified lower level spells. I wish they offered a mechanic such as they took up extra spell slots instead of increasing spell level. Allow an intensified shocking grasp to take up two 1st level spell slots instead of a single 2nd level slot. Still keep heightened if you want to increase spell level but have the rest of them just increase the number of slots used.

I understand what you are saying. Many metamagic feats just seem to fall short when it comes to how much they increase casting time. Some are simply really good though.

Metamagic master and Magical Lineage traits really make metamagic feats shine. The downside is that you have to focus on a specific spell. Also some feats like Spell perfection are just absurd.

Lets assume you know 3 metamagic feats and spell perfection. 1 is quicken, 1 is empower, the 3rd is intensify. You also have metamagic master (fireball). Now you are casting 2 fireballs per turn, the first dealing 15d6 (intensified + quickened) the 2nd dealing 22d6 damage (intensified + empowered). Both are cast with level 3 spell slots. Without metamagic feats you can only cast 1 and it will do 10d6 damage.

I think each metamagic feat has it's place. Some simply increase damage, others do interesting things like knock people down or daze them.


Meiliken wrote:

It may not say it's a ray, but it's a dart that requires you point your finger at the target, so what would you consider it's type to be? Oddly, it doesn't seem to even give it a type, but the explanation of it seems like a ray. Just because something is Seeking doesn't mean it can't be a ray without an attack roll. I wonder if there is a ruling by a designer or an errata for it. It really does need a type so it can be classified officially.

On a related note, I miss the warmage too, which is why most games I play in combine 3.5 and pathfinder.

PRD wrote:

DISINTEGRATE

School transmutation; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes
...
RAY OF FROST
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
...
SCORCHING RAY
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
...
ACID SPLASH
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
...
MAGIC MISSILE
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

Three of these spells are Rays: Disintegrate, Ray of Frost, and Scorching Ray. One, Acid Splash, despite requiring a ranged touch attack roll, lists the Effect as "one missile of acid". It is not a Ray, despite functioning similarly to one. Magic Missile lacks even this; it doesn't even list an effect line; it simply damages the target without need of aiming. You can always tell a Ray because it will list Ray in its Effect line. No 'Effect Ray', no Ray and no special bonuses that apply to Rays (ie. Weapon Focus[Ray]).


Meiliken wrote:
Bob of Westgate wrote:


They aren't rays. They have never been rays. The answer is in the name itself. Magic MISSILE. as opposed to something like Scorching RAY. I've always pictured them like the Proton Torpedos luke launches from his X-wing. Spheres of pure force energy that streak forth and change trajectory to strike their target
Aye, I suppose that means they turn into literal arrows of energy since Hanks Bow uses magic missile to create it's arrows of force. Still, it does need to be specified in the description of it. That's why I was saying it could be a ray or not since there is no Type attributed to it. It flat out needs a type attached to it for simplicity sake so one doesn't have to make up a fluff for it. An errata is needed.

So you can clarify a spell that doesn't say it's a ray and doesn't require a roll to hit isn't a ray? Are you even remotely serious about this? Would you then move on to suggesting fireball and lightning bolt are also rays by the same logic?

If they need to clarify further on that for you, then they would need a six inch thick additional errata to assure you frogs don't count as dragons, and bows are not two handed swords.


Imbicatus wrote:

Pathfinder is not D&D. It's not 3.5, it's not 2nd Edition, and it certainly is not the mashup of Basic and 1st Edition with Unearthed Arcana that the cartoon was based on.

Relying on a description of how a magic item from a cartoon in 1983 used Magic Missile to call Magic Missile a ray in Pathfinder 20 years later gobsmacks me.

This entire posting didn't make sense. I referenced Hanks Bow. Hanks Bow was created by WoTC as an approximation of Cattie Brie's bow Taulmaril, not from UA, or a cartoon but from a series of books set during the Time of Troubles that pushed 2nd into 3rd. Fans asked for it, and they made it. Additionally, Pathfinder is indeed a mashup of all previous editions as Paizo was once part of WoTC and wrote for those editions before Pathfinder came out of which it is based. Paizo basically improved on the previous editions and created Pathfinder which is why most refer to it as 3.75. Just FYI ;)

Scarab Sages

Meiliken wrote:
Imbicatus wrote:

Pathfinder is not D&D. It's not 3.5, it's not 2nd Edition, and it certainly is not the mashup of Basic and 1st Edition with Unearthed Arcana that the cartoon was based on.

Relying on a description of how a magic item from a cartoon in 1983 used Magic Missile to call Magic Missile a ray in Pathfinder 20 years later gobsmacks me.

This entire posting didn't make sense. I referenced Hanks Bow. Hanks Bow was created by WoTC as an approximation of Cattie Brie's bow Taulmaril, not from UA, or a cartoon but from a series of books set during the Time of Troubles that pushed 2nd into 3rd. Fans asked for it, and they made it. Additionally, Pathfinder is indeed a mashup of all previous editions as Paizo was once part of WoTC and wrote for those editions before Pathfinder came out of which it is based. Paizo basically improved on the previous editions and created Pathfinder which is why most refer to it as 3.75. Just FYI ;)

Not, it was based on Hank The Ranger from the D&D cartoon. Taulmaril was based on it.


Lastoth wrote:


If they need to clarify further on that for you, then they would need a six inch thick additional errata to assure you frogs don't count as dragons, and bows are not two handed swords.

Doesn't take that much to simply make a type attached to something so fluff doesn't have to be created. Kazaan said what was on my mind, it doesn't reference anything, doesn't even really need aiming. It simply finds the target even if you turned around and closed your eyes, can even go around corners. With how it moves, it really doesn't behave like a missile despite the name. More like a flying snake lol. I only wish a type attached for the reason I stated originally. So it can't be called a ray, and those feats I originally suggested being used. I agree with all of what everyone has said about it not being a ray, but with no type it's up to fluff, which is why I think it needs errated.


Imbicatus wrote:


Not, it was based on Hank The Ranger from the D&D cartoon. Taulmaril was based on it.

Heh, I never watched the cartoon myself so eh. I didn't know which came first no biggie. Good to know.


Bullet Points: 7 Magic Missile feats from Super Genius Games (now Rogue Genius Games).


No, magic missile is not a ray. Rays require a ranged touch attack to hit. That's what a ray is by definition. MM just hits. It also doesn't necessarily shot in a strait line like a ray would. The more I think about it, nothing in the spells description makes it even seem like a ray: no element, no range touch, no miss chance...

Also Paizo is not nor has it been part of WotC.


Meiliken wrote:
Gregory Connolly wrote:

Human Tattooed Sorcerer (Orc) 1/ Admixture Evoker X is probably the strongest. You want both Magical Lineage and Wayang Spellhunter. You are going to want Toppling Spell, Disruptive Spell, Dazing Spell, Heighten Spell and Quicken Spell by level 6. You will want other spells too of course. Flaming Sphere and Snapdragon Fireworks are good once you have all the metamagic and Dispel Magic is going to become mandatory to clear Shield spells.

Magic Missile is not the strongest spell, you have to optimize pretty hard to stay effective in moderately optimized groups.

That's where metemagics are awesome. Since magic missile is technically a ray, you can Split Ray, and Twin Spell, and Recast, to become a machine gun with magic missile. Then grab a feat to add your casting stat on damage for each missile, and you're golden. Or be a Warmage ;)

I don' think Magic Missile is a ray, that's part of what makes it awesome: rays require an attack roll, and MMs don't.

But you get multiple Missiles as you gain levels, and you always use them to strike any number of targets you want, 1 target/missile. You should be able to get around the 5 missile limit with the Heighten Spell Feat.


Scott Wilhelm wrote:


I don' think Magic Missile is a ray, that's part of what makes it awesome: rays require an attack roll, and MMs don't.

But you get multiple Missiles as you gain levels, and you always use them to strike any number of targets you want, 1 target/missile. You should be able to get around the 5 missile limit with the Heighten Spell Feat.

Heh, you've been ninja'd by others already, aye, it's not a ray.

Another good idea I used once with MM was putting Explosive Spell on it, so each missile knocks an opponent backward, and could knock them prone. With 5 missiles, you can possibly work as crowd control with a simple MM lol. Twin Spell and Explosive Spell, and you can be attempting to knock down 10 opponents every round ;) Add another called Doublecast, and now you're firing off 20 MM a round, divide that up among 5 enemies and they have to each make 4 reflex saves to remain standing. and of course, falling prone causes AoO lol.


Meiliken wrote:
Scott Wilhelm wrote:


I don' think Magic Missile is a ray, that's part of what makes it awesome: rays require an attack roll, and MMs don't.

But you get multiple Missiles as you gain levels, and you always use them to strike any number of targets you want, 1 target/missile. You should be able to get around the 5 missile limit with the Heighten Spell Feat.

Heh, you've been ninja'd by others already, aye, it's not a ray.

Another good idea I used once with MM was putting Explosive Spell on it, so each missile knocks an opponent backward, and could knock them prone. With 5 missiles, you can possibly work as crowd control with a simple MM lol. Twin Spell and Explosive Spell, and you can be attempting to knock down 10 opponents every round ;)

Explosive Spell, does not or has it ever qualified to work on Magic Missile.

Explosive Spell
( Complete Arcane, p. 79)

[Metamagic]

You can cast spells that blast creatures off their feet.
Prerequisite

Benefit

On a failed Refl ex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defi ned by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that allow Refl ex saves and affect an area (a cone, cylinder, line, or burst). An explosive spell uses up a spell slot two levels higher than the spell's actual level.


Eigengrau wrote:


You sir, are either Trolling or completely operating a version of DnD where there is no regard to rules from any of the books.

Explosive Spell, as you most likely know already, does not or has it ever qualified to work on Magic Missile.

Explosive Spell
( Complete Arcane, p. 79)

[Metamagic]

You can cast spells that blast creatures off their feet.
Prerequisite

Benefit

On a failed Refl ex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defi ned by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the...

No need to be insulting nor make snarky assumptions. I'm not trolling in the least. I actually did miss that line about it needing to be a spell that already has an explosive effect. I assumed it meant the feat made the spell it was put on explosive. I originally thought it meant they would be pushed to the limit of the range of MM, but thinking about it in the wording, I can see the point. The DM I played under used the interpretation I stated, but I can see how it can go the other way.


Meiliken I apologize and have edited my post accordingly.


Eigengrau wrote:
Meiliken I apologize and have edited my post accordingly.

It's all good. No worry. That's why I like discussing things. I consider myself a logical thinker, but I fail my spot/perception checks sometimes lol.

Scarab Sages

Rylar wrote:
Metamagic master and Magical Lineage traits really make metamagic feats shine. The downside is that you have to focus on a specific spell. Also some feats like Spell perfection are just absurd.  

Of course, that is if you can convince your GM that your character hails from Minata in Tian Xia, where the Wayang Spellhunter Regional trait comes from, aka Metamagic Master as termed on d20prd.com. If your campaign is outside of Golarion, there might be table variation on if the Regional trait is ok.


Darigaaz the Igniter wrote:
Deal with shield spells with dispel magic, possibly quickened and/or greater

Or simply hit them with one of your other spells. My Loremaster (a 3.5 character to be clear) had all sorts of MM available at any given moment up to and including the ability to use an Empowered MM as a SLA. Even someone highly specialized at a given spell (in this case MM) is unlikely to have nothing but his special spell memorized.

Not to mention foes with Shield spells running are a small segment of a small portion of the foes one is likely to encounter. The vast majority of the foes will not have a Shield spell in place (unless your campaign is vastly different from all those I've been a part of over 30+ years)


Eigengrau wrote:

Meiliken, I TOTALLY forgot that Spelljammer existed! What was the race of those LN bent, Hippo type guys? The ones who were very militaristic? Also I loved how they tried to explain away space and vacuum, everyone/everything had their own personal gravity center holding its own atmosphere in a bubble around you. It was so campy it was good.

The Giff?


You can find a higher level magic missile spell in some 3.0 forgotten realms supplement. Magic missile isn't too hard to port into higher level spells, just tag on more missiles and a higher level.
Also add: "a target benefitting from a shield it is protected from the first 5 missiles then the shield is dispelled and the target takes any remaining damage.

3rd level: 1 missile/level (max 10.)
5th level: 3+ 1 missile/level (max 3+12)
7th level: 3 missiles/2 levels (max 30) (or 1,5 missiles / level, rounded down).

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