D&D 3E/3.5 [3.5] scorching ray?

Gwarthkam

First Post
Am I the only one who wonders why this is Saving Throw: None ?

It resembles the 3.0 Flame Arrow, but is one level lower and, unlike flame arrow, does not allow for a Saving Throw.
 

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Scorching Ray

No, you aren't alone. Acid arrow uses the same mechanism, has a much longer range, but does substantially less damage spread out over multiple rounds until very high levels. Scorching Ray seems a bit too good for 2nd level.
 

I'm not familar with the spells specifically, but generally if a spell has no save, it is because it requires a ranged touch attack. After all mages are not known for their high to hit bonuses.
 


For those wondering:

Scorching Ray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.


Compare to:

Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
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
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

AND

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano and sulfur
 

Probably should have been 3d6 not 4d6, but still... god forbid there's a decent damage spell in the 2nd level slot.

I mean, really, Melf's Acid Arrow is crap, always has been crap, always will be crap.

Magic missile is great, but please note that there's no attack roll needed for that one, and it's one level lower. magic missile you can fire through a 12" hole in the wall past 20 guys and hit the leader dude behind them. Try that with scorching ray.

Fireball hits tons of people and never misses (except those pesky rogues and monks, but they're pretty difficult to hit with the ray too).

So, yeah, Scorching Ray is the new must take spell for 2nd level, but hey, at least there IS one, and it's not completely ridiculous, just slightly better than it really should be. (IMO)

-The Souljourner
 

Re: Scorching Ray

Surfal said:
No, you aren't alone. Acid arrow uses the same mechanism, has a much longer range, but does substantially less damage spread out over multiple rounds until very high levels. Scorching Ray seems a bit too good for 2nd level.

Scorching ray allows SR and it´s Evocation; a school supposedly better than Conjuration at dealing damage. I think the spell is right.
 

So now, let's compare and see if it seems to fit into 2nd level well.

Magic missle. Force effect. First Level. One missle/2levels after 1. No roll to hit. 1 d4+1 per missle. No save.

1st level: 1 missle. Avg Dam 3.5
5th level: 3 missles. Avg Dam 10.5
9th level: 5 missles. Avg Dam 17.5
11th level: 5 missles. Avg Dam 17.5

Scorching Ray. Fire Effect. Second Level. One ray/4 level after 3. Roll to hit (ranged touch). 4d6 per ray. No save.

3rd level: 1 ray. Avg Dam 14 (Better than MM, but requires ranged touch attack)
5th level: 1 ray. Avg Dam 14 (Better thans MM)
9th level: 2 rays. Avg Dam 28. (Better than MM)
11th level: 3 rays. Avg Dam 32 (Better than MM)

Fireball. Fire Effect. Third level. One fireball, area of effect. 1d6 per level (max 10). Save for 1/2 dam.

3rd level (none - too low to cast)
5th level: Avg Dam 17.5 to mutiple targets, save for 8
9th level: Avg Dam 31.5, save for 15
11th level: Avg Dam 45.5, save for 22

Looks to me like 3d6 would have worked quite well and be more balanced, perhaps.
 
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The lack of Saving throw makes it very good for metamagic (no DC worries), at level 13 a wizard would have to chose between:

91 damage on average with Disintegrate, on a failed ST. (6.th level spell)

or

93 damage on average with an empowered, maximzed Scorching Ray, no ST. (7.th level spell)

And only 52.5 damage on average with Polar Ray (8.th level spell) cast by a 15.th level caster, no ST. I think I'd cast the empowered, maximized scorched instead in most situations.

and the empowered Scorching Ray cast by a 11.th level caster for an average of 63 damage with no ST. seems very good for a 4.th level spell.

I know it's not one but three missiles, but that doesn't change the average expected damage, but does make it less useful against fire resistance.
 

Gwarthkam said:
The lack of Saving throw makes it very good for metamagic (no DC worries), at level 13 a wizard would have to chose between:

91 damage on average with Disintegrate, on a failed ST. (6.th level spell)

or

93 damage on average with an empowered, maximzed Scorching Ray, no ST. (7.th level spell)

That's not the average damage. There are ranged touch attacks involved here -- even if you hit on a 2+, your average damage is going to be 88.35.

If you hit on a 3+, your average damage is going to be 83.7. If you hit on a 6+, your average damage is going to be 69.75.

With the fact that it's one spell level higher than Disintigrate, that doesn't look too ridiculous to me.
 

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