Talk:Ciao's Magic Missile (5e Spell)

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Regarding the note of questionable balance, "This is a more powerful version of magic missile", I completely disagree. Normally, Magic Missile creates three darts of 1d4+1 force damage that can strike any creature within 120ft. A dart can have a minimum of 2 damage, a maximum of 5 damage, and an average of 3.5 damage. The average damage that Magic Missile causes at first level is 10.5 damage.

Ciao's Magic Missile, on the other hand, creates one extra dart (as bubbling streaks) and has a reduced range of 60ft. Each streak can deal a minimum damage of ZERO, and a maximum damage of 5. Each streak has an average damage of 2.5, for a total average damage per cast at first level at 10 damage.

So not only does this spell deal lower damage on average, it has half the range, and there's a chance that each streak does NO DAMAGE at all. The argument that "This is a more powerful version of magic missile" is invalid when you really take a closer look at this spell. Garghello (talk) 16:38, 8 November 2020 (MST)

Be that as it may, it's still essentially a very slightly tweaked version of Magic Missile, and as such it is essentially redundant content. The same could be accomplished by simply headcanoning that magic missile used bubbly streaks instead of darts of force. I'll rework the template accordingly. --Nuke The Earth (talk) 16:51, 8 November 2020 (MST)
I agree with that ruling, Nuke. In its current state the spell is pretty similar to the normal Magic Missile. Thanks for changing the template. Garghello (talk) 17:02, 8 November 2020 (MST)
Looking at this spell, I can't help but wonder how to make it unique. Currently, my thoughts are to make it deal a small amount of guaranteed damage to 1/2 targets and in addition to the damage, the targets get a minor debuff of your choice among a few options that would last for a short duration(probably until the start of your next turn to reduce bookkeeping). Does this sound like a decent reworking of this spell, or what are your thoughts on my idea?--Blobby383b (talk) 17:37, 8 November 2020 (MST)
I agree that the would be an interesting and unique reworking for this spell. Maybe the debuff could involve something similar to Hex, where the target has disadvantage on ability checks made with a chosen ability? I feel like that's useful enough to warrant taking this spell over Magic Missile, while not being as strong/overpowered as other possible debuffs. Garghello (talk) 17:52, 8 November 2020 (MST)
Giving a target disadvantage on ability checks with an ability score is usually only helpful in combat when a pc is grappling someone. While not bad in that situation, it is a pretty niche debuff. Continuing on my earlier thoughts, the debuff would probably work as one of a few optional debuffs you can choose from when you cast the spell. Some other ideas I had for those debuffs include reducing the target's movement speeds reduced by 10 feet and the next attack roll the target makes is reduced by 1d4.
As for the spell level and the damage and number of missiles for the spell, currently I am thinking of making the spell 1st level, having 1 missile that deals 1d4+2 force damage, and having the higher level casting give you one more missile. Alternately, the spell could perhaps have 2 missiles that deal 1d4 force damage. That way, the spell would have worse scaling, but you would affect an additional target with the minor debuff.--Blobby383b (talk) 09:38, 9 November 2020 (MST)
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