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.
Full entry →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.
Full entry →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.