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 m) |
| 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 | Damage can interrupt the casting |
| Descriptor | Force |
| Area of Effect / Target | Single |
| Duration | Instant |
| Save | None |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- You fire 1 missile per 2 caster levels, up to 5 missiles at caster level 9.
- After that you get +1 missile per 8 caster levels: 6 at 17, 7 at 25, 8 at 33. The maximum is 8.
- Each missile does 1d4+1 magic damage.
- Only the target is hit, but other creatures you can see within 1.67 metres of it lower the count: the missiles are divided among all of them, the target gets its share plus any left over, and the rest are not fired.
- With 5 missiles and 1 other creature next to the target, the target gets 3 missiles.
- There is no saving throw. Spell resistance stops it.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
