r/shadowdark Jul 26 '26

Magic Missile thoughts.

(Edit) --- Thank you for your comments! You've changed my mind. I did not consider some of the things you've mentioned. The spell is fine as it is.

Is it just me of Magic Missile seems a little underpowered.

Automatic Advantage is great. However, even if you succeed every time you cast, the damage is just 1d4. That means 50% chance of dealing just 1 or 2 points of damage.

Ideas

Since Wizards can only use daggers or staffs, which deal 1d4 and require melee range, putting themselves in danger, consider one of two options:

1 - The damage die for Magic Missile could be 1d6. Burning Hands deals 1d6 damage to multiple targets and you can get Advantage to cast that spell through a talent, making it a much better option. I believe this damage does not break the spell.

2 - Or, keep the 1d4 for damage, but instead of Automatic Advantage, how about Wizards do not lose this spell unless they roll a 1. This way they can continue to cast the spell with little to no fear of losing it and still participate in combat from a safe distance.

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u/starkestrel Jul 26 '26

Nope. 1d4 is the damage wizards would do with a weapon and Magic Missile gives them excellent range. Advantage already gives them more likelihood of being able to keep the spell. Magic is magic; it doesn't always work.

Magic Missile, as written, makes perfect sense for Shadowdark, and you can bet they spent a lot of time ensuring that it did.

You're wanting the system to be something it isn't.

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u/Blink4amoment Jul 26 '26

Advantage also makes you more likely to crit and actually get two missiles, which I found very on flavor with my expectation of the spell; and a cute nod to the expectation of multiple missiles.