Concepts → Magic Missile vs Scorching Ray
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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
- 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
- 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
- 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
↦ /strike/3d4+3 — Magic Missile L1 distribution ↦ /kill/3d4+3/10 — MM vs 10 HP target ↦ /strike/2d6 — single Scorching Ray hit (raw, no attack roll) ↦ /strike/2d6 @ AC15 +5 attacks 3 — full per-cast SR distribution ↦ /strike/2d6 @ AC18 +5 attacks 3 — SR vs higher AC (where MM closes the gap) ↦ /vs MM vs SR per-cast — the head-to-head
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.