Magic Missile
The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9, and one further missile at caster levels 17, 25 and 33, for a maximum of 8. Magic missiles do 1d4+1 points of damage each.
| School | Evocation (opposed by Conjuration) |
| Spell level | Wizard and Sorcerer 1 |
| Range | Long - 40 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item, a door or a placeable |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Force |
| Area of Effect / Target | Single |
| Duration | Instant |
| Save | None |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- One missile per two caster levels up to five at level nine, then one more every eight levels: six at 17, seven at 25, eight at 33. Eight is the most you will ever fire.
- Each missile does 1d4+1 magic damage, and they all strike a single target.
- There is no saving throw, but spell resistance stops it.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes