Magic Missile Alternate

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Magic Missile Alternate

Postby iamtim » Wed Feb 03, 2010 12:35 pm

So I'm running S&W CR for the first time, both as a play-by-post and a table-top game. Today, I had occasion to look up the specifics of Magic Missile for the first time. I was surprised to see two different versions of the spell: one which automatically hits for 1d4+1 points of damage, and another which requires a to-hit roll at +1 and does 1d6+1 points of damage.

Now I'll admit that my interest in pre-Holmes D&D began with S&W, but I have not seen the second version of the spell prior to looking it up in my S&W book. I'm interested in where that version originated; was it thrown into S&W because it seemed cool? Or does it exist in pre-Holmes D&D somewhere that I just haven't come across yet?
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Re: Magic Missile Alternate

Postby Grim » Wed Feb 03, 2010 1:22 pm

Don't know the answer to that but I'll chime in that I prefer the no hit roll version, simply because its a shame for a L1-MU to use their only spell and have it miss.
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Re: Magic Missile Alternate

Postby Arminath » Wed Feb 03, 2010 1:50 pm

B/X, BECM and RC D&D used the d6+1 version, but it was still auto-hit. My S&W/Onn games I allow both versions and allow the caster to decide which one he's casting when he uses the spell.
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Re: Magic Missile Alternate

Postby iamtim » Wed Feb 03, 2010 2:06 pm

Arminath wrote:I allow both versions and allow the caster to decide which one he's casting when he uses the spell.


Oooh, that's a good idea. I like that. :)
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Re: Magic Missile Alternate

Postby Llenlleawg » Wed Feb 03, 2010 7:09 pm

First of all, hello! I'm new here.

Second of all, to clarify (a bit) about Magic Missile. In the original D&D Supplement I: Greyhawk (which introduced the spell Magic Missile), its effect was described as follows:

Magic Missile: This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature it strikes. For every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th level magic-user may cast three magic missiles at his target, an 11th level magic-user casts five, and so-on. Range 15"

As you can see, it was not altogether clear from this text that the spell *doesn't* require a roll "to hit" (much less a saving throw!). Of course, in the original set as well as in its supplements, many spell descriptions (many descriptions, period) are precisely vague in just the same way. (By way of parallel, the Sleep spell in Men & Magic does not explicitly state that no save is allowed, even though it states that "the spell always affects the number determined by the dice".) Perhaps this was less than lucid writing. Perhaps the goal was deliberate ambiguity to allow for the referee to decide on his own. Indeed, in the 1977 Holmes Basic edition of D&D, the spell Magic Missile explicitly states, "Roll the missile fire like a long bow arrow."

Whatever the case, the spell eventually came to be interpreted as disallowing a save and always striking its target. By the dawn of the AD&D Player's Handbook, the spell produced no longer 1d6+1 damage missiles, with two additional missiles every five levels, but 1d4+1 damage missiles, with one additional missile every two additional levels, and with the explicit clarification that the missiles always strike, no save.

So, S&W has chosen the middle path of allowing both eventual interpretations (the higher damage but "to hit" reading of Holmes and the lower damage but automatic hit interpretation of the AD&D PH), to be decided by the individual referee.

My two cents, anyway.
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Re: Magic Missile Alternate

Postby iamtim » Wed Feb 03, 2010 8:12 pm

Llenlleawg wrote:in the 1977 Holmes Basic edition of D&D


I never checked Holmes. You're right, there it is. Thanks, you've solved the conundrum. :)
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Re: Magic Missile Alternate

Postby iamtim » Wed Feb 03, 2010 8:45 pm

I just wanted to track down the Magic Missile legacy. This is kinda interesting.

  • OD&D Supplement 1 (Greyhawk) says that MMs do 2-7 points of damage, with two additional missiles every 5 levels. No comment is made about rolling to-hit or not.
  • Holmes Basic D&D says that MMs do 2-7 points of damage, with higher level casters firing more than one missile. A to-hit roll must be made as if it were fired from a long bow.
  • Moldvay Basic D&D says that MMs do 2-7 (1d6+1) points of damage, with two additional missiles every 5 levels. They automatically hit any visible target.
  • Mentzer Basic D&D echoes Moldvay Basic D&D.
  • The D&D Rules Cyclopedia echoes Moldvay Basic D&D.
  • The AD&D 1E PHB says that MMs do 2-5 (1d4+1) points of damage, with one additional missile every 2 levels. They unerringly strike their target.
  • The AD&D 2E PHB echoes the 1E PHB.
  • The d20 SRD echoes the 1E PHB.

Huh. Dunno what to make of it, but there it is. :)
Last edited by iamtim on Thu Feb 04, 2010 11:13 am, edited 1 time in total.
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Re: Magic Missile Alternate

Postby Lord Kilgore » Wed Feb 03, 2010 9:44 pm

iamtim wrote:Just to track down the Magic Missile legacy. This is kinda interesting.

It is very interesting to have it all in one place. Good work.
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Re: Magic Missile Alternate

Postby iamtim » Wed Feb 03, 2010 9:49 pm

Thanks! :)
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