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.
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).
The complication: each ray is independent, so the *number* of rays that land follows a binomial distribution. We can't embed a panel for "3 rays vs AC 15 with +5 attack mod" directly — that's the multi-modal hit chain that's reserved for the typed-damage-plus-conditional-composition layer (see /concepts/ roadmap).
For the math below, we just compute hit chance per ray, then multiply by 3 for total expected rays landed, then by mean per-ray damage.
The math
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:
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 -
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. The 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 halved: per-hit damage drops from 2d6 to 1d6,
expected per-ray to 3.5. Total expected at AC 14:
3 · 0.6 · 3.5 = 6.3. - MM 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.
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