Scorching Ray — Four-Edition Spell Rules

Evocation · Fire · Four Edition Rules

In fifth edition, Scorching Ray creates three separate spell attacks, each dealing 2d6 fire damage on a hit. In Pathfinder and D&D 3.5e, it deals 4d6 per ray but starts with only one ray and gains the others as caster level rises.

Scorching Ray at a Glance

Spell Level2nd-level Evocation in all four editions
D&D 2024 / 2014Three ranged spell attacks; each successful ray deals 2d6 Fire damage
Pathfinder 1e / D&D 3.5eOne to three ranged touch attacks by caster level; each successful ray deals 4d6 fire damage
ScalingFifth edition: one extra ray per higher spell slot. PF1e/3.5e: one at caster level 3, two at level 7 and three at level 11

Rules by Edition

Scorching Ray — D&D 5.5e / 2024

Level 2 Evocation · Casting Time: Action · Range: 120 feet · Components: V, S · Duration: Instantaneous.

You fire three separate rays at one creature or several within range. Make a ranged spell attack for each ray; a hit deals 2d6 Fire damage. You may direct multiple rays at the same target. This spell doesn’t force saving throws.

Using a Higher-Level Spell Slot: add one ray for each slot level above 2. The number of rays does not depend on caster level.

Scorching Ray — D&D 5e / 2014

2nd-level Evocation · Casting Time: 1 action · Range: 120 feet · Components: V, S · Duration: Instantaneous.

Make three ranged spell attacks, assigning each ray to a target within range, including repeatedly to one target. Each ray that hits deals 2d6 fire damage. Damage depends on the attack rolls, not a Dexterity or Reflex saving throw.

Higher-level slots: each slot level above 2nd adds one more ray. The 2024 version preserves this ray count and scaling.

Scorching Ray — Pathfinder 1e

Evocation [Fire], Sorcerer/Wizard 2 · Casting Time: 1 standard action · Components: V, S · Range: Close (25 feet + 5 feet per 2 caster levels) · Effect: one or more rays · Duration: Instantaneous · Saving Throw: None · Spell Resistance: Yes.

You fire one ray at caster level 3, two at caster level 7, or three at caster level 11 or higher. Each is a separate ranged touch attack dealing 4d6 fire damage on a hit. Every ray must be aimed at a target no more than 30 feet from the other targets, and all rays fire simultaneously.

Scorching Ray — D&D 3.5e

Evocation [Fire], Sorcerer/Wizard 2 · Casting Time: 1 standard action · Components: V, S · Range: Close (25 feet + 5 feet per 2 levels) · Duration: Instantaneous · Saving Throw: None · Spell Resistance: Yes.

At caster level 3, make one ranged touch attack for 4d6 fire damage. Gain a second ray at caster level 7 and a third at level 11. All targets must be within 30 feet of one another. These rays are fired simultaneously and may hit the same or different targets.

What Changed?

Fifth edition grants three rays as soon as the spell is available and adds more by slot level, but each hit deals 2d6. Pathfinder 1e and 3.5e start with only one ray at caster level 3 and increase to three by caster level 11, but each hit deals 4d6. The older editions require ranged touch attacks; fifth edition uses ranged spell attacks.

Practical Rulings

Each ray gets its own attack roll. The spell can divide fire between opponents or focus attacks on one foe. In Pathfinder and 3.5e, the targets must also be within 30 feet of each other; fifth edition has no such separation requirement beyond the spell’s normal range. Cover applies to attacks according to the chosen edition’s rules.

Clerics gain Scorching Ray only when a specific domain or other class feature grants it. See the Light Domain for the published fifth-edition option, or the original Sun Domain campaign conversion.

Sources and Licensing

D&D 2024: current spell reference (SRD 5.2.1, CC BY 4.0). D&D 2014: Basic Rules (SRD 5.1). Pathfinder 1e: Core Rulebook spell. D&D 3.5e: 3.5e SRD. Summary wording is original; observe source-specific licences.

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