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This spell generates a magical bolt that strikes an enemy. Its auto-hit properties and ability to strike multiple targets at higher levels makes this a go-to attack spell for many wizards, and an especially popular choice for low-level casters.

Magic Missile
Class: Magic-User Level: 1 Range: 15"
This first-level spell conjures a missile equivalent to a magical arrow that deals 1d6+1 damage to any creature it strikes. The caster can conjure the missile within 15". The caster may conjure an additional two missiles for every 5 levels they have (so, three missiles at 6th level, five missiles at 11th level, etc.).[1]
  1. Supplement 1:Greyhawk, page 22

Magic Missile
Class: Magic-User Level: 1 Range: 150' Duration: 1 round
A insubstantial, magical glowing arrow is created, which hovers next to the caster. The caster can shoot the arrow with magic, and it strikes any visible target the caster designates. The arrow inflicts 1d6+1 damage.The caster may conjure an additional two missiles for every 5 levels they have (so, three missiles at 6th level, five missiles at 11th level, etc.).[1]
  1. Basic D&D Player's Manual, page 40

Magic Missile
Class: Magic-User Level: 1
School: Evocation Components: V, S
Range: 6" + 1"/level Casting Time: 1 Segment
Duration: Special Saving Throw: None
Targets: One creature per missile in a 10 square foot area.
The caster creates a magical missile that flies from their fingertips and strikes the target unerringly for 1d4+1 damage. One additional missile can be created for every 2 caster levels after 1st (2 at 3rd level, 3 at 5th level, etc.), and they can hit the original target, or another target near the first, as desired.[1]
  1. AD&D Player's Handbook, page 67

Magic Missile
Group: Wizard Level: 1
Schools: Evocation, Force Rarity: Common
Components: V, S
Range: 60 yds + 10 yds/level Casting Time: 1
Duration: Instantaneous Saving Throw: None
Target: Up to 1 creature per missile in a 10-ft. cube
The caster creates a magical missile that unerringly strikes its designated target, dealing 1d4+1 damage to it. One additional missile can be created for every 2 caster levels after 1st (2 at 3rd level, 3 at 5th level, etc.), and they can hit the original target, or another target near the first, as desired. Magic missiles don't damage objects, and can only strike a creature the caster notices and can specify. [1]
  1. Wizard's Spell Compendium, page 534 (Volume 2)

Magic Missile
Level: Sorcerer 1, Wizard 1 School: Evocation[Force]
Components: V, S
Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft/level)
Duration: Instantaneous Saving Throw/Spell Resistance: None / Yes
Target: Up to five creatures, no two of which can be more than 15 ft. apart
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.[1]

  1. 3e Player's Handbook, page 251

Magic Missile Wizard Attack 1
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
At-Will ✦ Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.

Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.

Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.[1]
  1. D&D Compendium

Magic Missile
1st-level evocation
Components: V, S
Casting Time: 1 action Range: 120 feet Duration:Instantaneous
Three glowing darts of magical force each hit a creature of your choice that you can see within range. Each deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.[1]
  1. 5e Player's Handbook, page 257

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