Scorching Ray 5e D&D Guide [2021]

A spell that can quickly take the place of Magic Missile as a wizard’s go-to, Scorching Ray is a powerful attack spell that can deal damage to multiple targets. It offers significant appeal in the ability to focus fire on one target if desired. The rules for Scorching Ray can be found in the Players Handbook on page 273.

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  • Scorching Ray 5e
  • Is Scorching Ray Good?
  • Does Scorching Ray Ignite?
  • Can you Twin Spell Scorching Ray?
  • Is Scorching Ray Better than Magic Missile at 2nd Level?
  • Final Thoughts

Scorching Ray 5e

Evocation 2nd Level Casting Time: 1 Action Range: 120 Feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. The rules for Scorching Ray reveal key aspects of the spell. It can deal damage to multiple targets or a solitary one. The base cast produces three separate rays using a ranged spell attack. The spell also has the potential to be upcast for additional damage.

Is Scorching Ray Good?

Scorching Ray is an remarkable combination of harm and flexibility. A base forged creates 3 rays which could goal a unmarried target for 6d6 harm or one-of-a-kind goals for 2d6 harm each. The spell ranges as much as create additional rays – now not just greater harm. This allows the player to customise the point of the assault and the effect the spell has. In a scenario with more than one susceptible enemies, turn financial system may be a large challenge to the gamers. This is mainly genuine in situations wherein characters have no longer reached extra attacks. A wizard at third stage gains get admission to to scorching ray. The wizard can now assault 3 enemies in one flip decreasing the impact of flip economic system. At higher levels, the need to divide the rays is much less however nevertheless serves an vital motive, forcing concentration exams. Enemy spellcasters want to make awareness assessments the same as participant characters. Each ray counts as a success and forces a check for each hit. This may be huge in opposition to enemy spellcasters. One of the most important upsides to the spell is one among the most important downsides as nicely, every ray receives a separate attack roll. This prevents one terrible roll from ruining the whole assault, however it additionally opens the opportunity for casting a spell and simplest getting partial damage. Does Scorching Ray Ignite? There are long-jogging jokes about hearth-based totally spells burning down a woodland due to an errant shot. Unfortunately, lots of those aren't feasible in line with the rules, and Scorching Ray falls into this class. The rules for Scorching Ray do not mainly kingdom that gadgets hit with the aid of the rays ignite. Other spells along with Fireball, Create Bonfire, and Fire Bolt all have a line of their description that in particular states objects ignite while hit in some way.
Bottom Line
One thing that is specific to 5e compared to other versions is the way in which the words are used specifically. Many house rules have been developed to fill in details, but ultimately, in 5e, if it isn’t specifically said, it doesn’t happen.

Can you Twin Spell Scorching Ray?

Twin Spell is Metamagic available to the sorcerer. The ability reads as follows:
  • When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
  • To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and Chromatic Orb are.
As you can see within the 2d point, Scorching Ray is specifically referred to. The spell is stated especially because it is able to target 1 or more objectives. Even if you simplest goal one creature, it has the option to target extra, accordingly disqualifying it from being able to be twinned. This might follow to every other spell that has the choice of focused on multiple creature. Spells which are able to concentrated on simplest one creature at level one are eligible for Metamagic. Spells that target extra creatures at better stage casting lose the ability to be twinned. For example, Charm Person at 1st stage can simplest target one creature and consequently can be twinned. Charm Person at 2d stage can now have two targets and is no longer eligible for the Twin Spell effect.

Is Scorching Ray Better than Magic Missile at 2nd Level?

Magic Missile is an iconic spell in every edition of the game, but some have said it isn’t worth casting at higher levels. A common replacement proposed is Scorching Ray.A summarized comparison is provided below. Magic Missile is compared as being cast at 2nd level for this purpose.
  • Magic Missile (2nd Level)- Creates 4 darts that deal 1d4+1 each (12 Avg damage/20 max damage). Can have multiple or a single target. Creates four separate concentration checks. Automatically hit for force damage.
  • Scorching Ray (2nd Level)- Creates 3 rays that deal 2d6 each (18 Avg damage/36 max damage). Can have multiple or a single target. Creates 3 separate concentration checks. Attack roll required for each ray to hit for fire damage.
The spells have situational differences that could make one rank better than the other. The key in the comparison is Magic Missile automatically hits, dealing force damage, while Scorching Ray might hit for fire damage. Fire is the most common resistance, while force is the second least common resistance.

Final Thoughts

Scorching Ray is a exquisite spell. It could have a single or more than one objectives and has respectable damage. The option to upcast the spell permits it to remain relevant as the individual advances in level. The weaknesses inside the spell are separate assault rolls and the normally resisted hearth harm type. In the quit, it is a outstanding attack spell for any caster that may offer some flexibility.

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