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Magic Missile vs Scorching Ray

Both fire multiple bolts, but one auto-hits and the other rolls attacks per beam.

Magic Missile

Level
1
School
Evocation
Casting Time
Action
Range
120 feet
Components
V, S
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Sorcerer, Wizard

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

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Scorching Ray

Level
2
School
Evocation
Casting Time
Action
Range
120 feet
Components
V, S
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Sorcerer, Wizard

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

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Which one should you pick?

  • Pick Magic Missile: Pick Magic Missile against the invisible / heavily armoured: the darts always hit (force damage, no save).
  • Pick Scorching Ray: Pick Scorching Ray when accuracy is fine and you want more total damage on average against low-AC targets.
  • Tiebreaker: Shield reacts against Magic Missile and blocks every dart; many bosses pack it.

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