Magic missile rules, yes. Which is something I like. Sort if brings back the feeling of 2nd edition dnd, where casting magic missile following a cone of cold would be one of the best things you could do as a wizard :p
Skip this if you're not interested.
Why it was such a good idea to cast magic missile following cone of cold in adnd mechanics wrote:
well spells in adnd had casting time, which is 1d10+[spell level, usually]. Cone of cold is a 5th level spell, so you would cast it at 1d10+5. Fighters would usually play at 1d10+4 if they had a longsword, and hitting you would break any spell casting automatically, but you had stoneskin to avoid that.
Now, cone of cold did 1d4+1 points of damage/caster level. it is good to mention here that you sort of stopped getting HP's at 10th level, in 2nd eddition, so the max hp a non-fighter with 14 con would have would be like 10d8+10, which is an average of 55 hp.
Your average cone of cold damage, at say, lv 12 is 42.
Now, if you've rolled a high initiative, you've played after your target, taking out 42 of his 55 hp.
In the next round, you cast magic missile. A 1st level spell. this means you play at 1d10+1. if you roll 1, you play at 2. which is faster than anything not overly buff (like a fighter with a +5 sword)
magic missile deals 5d4+5 points of unblockable damage. You just denied someone the chance to play and heal himself
Back on topic: Perhaps sorcs could have a few more elemental spells, since it seems that the only classes with actual elemental spells are warlocks, and hellion with his 1 uber fire spell.