A candlelit tavern table reading left-to-right: a spellcaster's bracered hand at the far left, a single brass candlestick, three settled forest-green d4 tetrahedrons showing 3, 4, and 3 at their apex vertices — the Magic Missile 3d4+3 damage roll already locked in — beside a small open spell-component pouch with a few grains of dark powder spilled on the wood, and a single d20 tumbling mid-air to the right with a warm focal halo around it showing 13 — the Scorching Ray ray's to-hit attempt still in question.

Concepts → Magic Missile vs Scorching Ray

Magic Missile vs Scorching Ray — when does auto-hit beat higher mean?

Both are 1st-tier blaster spells; both deal roughly comparable damage; one auto-hits, one rolls to-hit per ray. Magic Missile at L1 is 3d4+3 auto-hit; Scorching Ray at L2 is three rays, each 1d6 + spell-attack-modifier vs AC. The exact comparison depends on AC and spell-attack modifier, and the auto-hit on MM tilts the math more than most casters realise.

Answer: crossover at AC ≈ 16 with +5 spell-attack mod. Above that AC, Magic Missile's auto-hit reliability beats Scorching Ray's higher mean — and force damage beats fire against a chunk of the Monster Manual.

The setups

Magic Missile (1st level slot)

Three darts at 1d4+1 force damage each, no attack roll, no save. Total per cast: 3d4+3 guaranteed.

3d4+3
min 6 max 15 mean 10.50 21/2
P(finish at 11 HP) = 50.00% (1/2)
  • 6 1.56%
  • 7 4.69%
  • 8 9.38%
  • 9 15.63%
  • 10 18.75%
  • 11 18.75%
  • 12 15.63%
  • 13 9.38%
  • 14 4.69%
  • 15 1.56%

Scorching Ray (2nd level slot)

Three rays, each a separate attack roll vs AC, dealing 2d6 fire damage per hit. Mean per ray (assuming hit) is 7. Spell-attack-mod typically +5 at level 5 caster (proficiency +3, ability +2 to +4 depending on progression).

Each ray is an independent attack roll, so the per-cast distribution is the convolution of three single-ray attack-modulated distributions. The engine handles this via the multi-attack postfix attacks 3 on top of the attack-roll syntax. Compare side-by-side: MM at 3rd-level slot (auto-hit, tight 3d4+3 + 3) vs SR at 3rd-level vs AC 15 with +5 spell-attack mod (three independent rays of 2d6 each):

3d4+3
min 6 max 15 mean 10.50 21/2
  • 6 1.56%
  • 7 4.69%
  • 8 9.38%
  • 9 15.63%
  • 10 18.75%
  • 11 18.75%
  • 12 15.63%
  • 13 9.38%
  • 14 4.69%
  • 15 1.56%
2d6 @ AC15 +5 attacks 3
min 0 max 72 mean 12.60 63/5
  • 0 9.11%
  • 1 0.00%
  • 2 0.84%
  • 3 1.69%
  • 4 2.56%
  • 5 3.49%
  • 6 4.50%
  • 7 5.63%
  • 8 5.22%
  • 9 4.99%
  • 10 4.85%
  • 11 4.74%
  • 12 4.58%
  • 13 4.29%
  • 14 4.63%
  • 15 4.67%
  • 16 4.49%
  • 17 4.16%
  • 18 3.73%
  • 19 3.26%
  • 20 2.82%
  • 21 2.48%
  • 22 2.19%
  • 23 1.93%
  • 24 1.69%
  • 25 1.46%
  • 26 1.24%
  • 27 1.02%
  • 28 0.82%
  • 29 0.65%
  • 30 0.51%
  • 31 0.40%
  • 32 0.32%
  • 33 0.25%
  • 34 0.20%
  • 35 0.15%
  • 36 0.12%
  • 37 0.09%
  • 38 0.07%
  • 39 0.05%
  • 40 0.03%
  • 41 0.02%
  • 42 0.02%
  • 43 0.01%
  • 44 0.01%
  • 45 0.01%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
  • 49 0.00%
  • 50 0.00%
  • 51 0.00%
  • 52 0.00%
  • 53 0.00%
  • 54 0.00%
  • 55 0.00%
  • 56 0.00%
  • 57 0.00%
  • 58 0.00%
  • 59 0.00%
  • 60 0.00%
  • 61 0.00%
  • 62 0.00%
  • 63 0.00%
  • 64 0.00%
  • 65 0.00%
  • 66 0.00%
  • 67 0.00%
  • 68 0.00%
  • 69 0.00%
  • 70 0.00%
  • 71 0.00%
  • 72 0.00%

Notice the SR distribution has visible peaks at multiples of ~7 (the per-ray hit mean): three modes corresponding to "1 hit / 2 hits / 3 hits" rays landed. The 0-bar is P(all rays missed) = (5/20)³ ≈ 1.5%. MM has no 0-bar at all: every cast deals at least 6 damage (three darts of 1d4+1 worst-case).

The per-cast math (closed form)

MM damage: E[3d4+3] = 3·2.5+3 = 10.5 damage. Variance 3·15/12 = 45/12 = 3.75 (small, tight distribution). Force damage; bypasses most resistances.

SR damage against AC A with attack mod +B: per-ray hit chance is P(hit) = clamp((21 + B − A) / 20, 0.05, 0.95), expected rays landed 3 · P(hit), mean damage per ray on hit 2d6 = 7, so total expected damage 3 · P(hit) · 7 = 21 · P(hit).

AC Attack mod P(ray hits) SR expected damage vs MM at 10.5
12 +5 70% 14.7 SR ahead by 4.2
14 +5 60% 12.6 SR ahead by 2.1
15 +5 55% 11.55 SR ahead by 1.05
16 +5 50% 10.5 tied — SR break-even
17 +5 45% 9.45 MM ahead by 1.05
20 +5 30% 6.3 MM ahead by 4.2

Crossover at AC ≈ 16 with a +5 spell-attack mod. Above that, the auto-hit on MM beats the SR mean despite SR using a higher slot.

The kill-probability angle (the lesson MM keeps winning on)

Mean DPR isn't the question if you need to finish a target at a specific HP. MM's variance is much smaller (3.75 vs SR's variance, which depends on the binomial of rays-landed times damage roll, substantially higher). Below the SR mean, the higher-variance SR has the advantage; above the mean, MM's reliability wins.

Concretely: if you need to drop a target from 10 HP to 0, MM's P(deal ≥ 10) is ≈ 50% (roughly, since 10.5 is the mean and the distribution is symmetric around it). SR at AC 14 has expected damage 12.6 but the spread is huge: could land 0 rays (12% chance) and deal 0, or land 3 rays for 6-36 damage. MM is more likely to deliver the kill on a single cast.

This is the same lesson as variance and kill probability: when your mean sits above the threshold, lower variance wins; when it sits below, higher variance wins. MM's 10.5 mean is right around the threshold for low-tier enemies; SR's higher mean covers more thresholds but with worse reliability per-cast.

The damage-type angle

MM does force damage. Almost nothing in the Monster Manual resists or is immune to force. SR does fire damage. Many planar / undead / fey creatures resist or are immune to fire. Against a fire-resistant target, SR damage gets halved: per-hit drops from 2d6 to 1d6, expected per-ray to 3.5, total expected at AC 14 to 3 · 0.6 · 3.5 = 6.3. MM stays unchanged at 10.5.

So against fire-resistant targets, MM beats SR even at low AC. This is the case for Mephits, lower-tier devils, Fire Elementals (immune), and a non-trivial fraction of mid-tier monsters. MM's damage type is one of its quiet strengths.

See split damage and resistance for the resistance math worked out in detail.

The slot-economy angle

MM is a 1st-level slot; SR is a 2nd. Upcasting MM to a 2nd-level slot adds one dart (4d4+4 = mean 14, vs SR's 14.7 at AC 12). So upcast MM matches SR at low AC and beats it everywhere higher.

The slot-economy argument: at low levels, your 1st-level slots are abundant and your 2nd-level slots are precious. Saving SR for emergencies and using upcast MM as your default single-target damage is the conservative play.

For boss-HP targets, this is the expected-strikes-to-kill regime: variance washes out, and the spell with higher reliable mean-per-slot wins the war of attrition. Upcast MM stays the conservative pick across the whole HP range past mid-tier.

The crit asymmetry

Magic Missile is auto-hit but cannot crit (no attack roll). Scorching Ray rolls per ray and so eats the full crit upside. A Champion-tier crit on a single ray adds 2d6 (mean 7) at the same AC. The asymmetry shifts SR's effective mean upward by roughly the crit-rate fraction of one ray's bonus damage: ~5% × 7 ≈ 0.35 mean per ray, ×3 rays ≈ +1.05 mean per cast. Not nothing. See when crit chance beats base damage for when this is enough to flip the break-even AC. Short version: against most build configurations, the crit upside doesn't quite cover the auto-hit reliability gap that MM enjoys at AC 16+.

Try it yourself

Common questions

When does Magic Missile beat Scorching Ray?
Around AC 16 with a +5 spell-attack mod. Magic Missile's auto-hit reliability (3d4+3 = mean 10.5) crosses Scorching Ray's expected damage there. Above AC 16, MM keeps winning; below, SR wins.
Is Magic Missile better against fire-resistant targets?
Yes — significantly. Scorching Ray's fire damage halves against fire-resistant targets (per-ray expected drops to 3.5), while Magic Missile's force damage is unchanged at 10.5 mean. MM beats SR even at low AC against fire-resistant targets.
Should I upcast Magic Missile to a 2nd-level slot?
Yes, when you'd otherwise burn the 2nd-level slot on Scorching Ray for a single target. Upcast MM (4d4+4, mean 14) matches or beats SR at every AC and saves the upside of force-damage typing.

Where this matters in practice

The auto-hit-vs-roll-to-hit decision shows up everywhere a caster has both options available. The crossover AC moves with modifier and resistance, but the shape stays the same.

BG3 mid-game wizards. By act 2 most casters have +5 spell-attack mod and access to both spells. Against fire-resistant enemies (a chunk of act 2's bestiary), MM's force damage skips the resistance halver entirely — a hidden +50% effective damage you don't see in the tooltip. See the BG3 weapon table for typical AC and modifier ranges.

Reliable-vs-nuke applied to spellcasting. Magic Missile is the textbook reliable build (low variance, auto-hit); Scorching Ray is the nuke (higher mean, can whiff). The reliable-vs-nuke pillar shows the same kill-threshold crossover applies — at low HP, SR's variance helps; at high HP, MM's reliability wins.

The slot-economy question. Both spells scale with slot level, and MM gets +1 dart per upcast vs SR's +1 ray. The divine smite math pillar's "spread vs burst" framing applies: MM spreads, SR bursts.