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Magic Missile: Difference between revisions

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| class learns at level 10 = {{Class|Bard}} via [[Magical Secrets]]
| class learns at level 10 = {{Class|Bard}} via [[Magical Secrets]]
| races =  
| races =  
| granted by feats = Magic Initiate: Wizard 
| granted by items = Psychic Spark, Ne'er Misser
| summary = This spell allows spellcasters to hit enemies with multiple projectiles that deal [[Damage Types#Damage_Types|Force]] damage.
| summary = This spell allows spellcasters to hit enemies with multiple projectiles that deal [[Damage Types#Damage_Types|Force]] damage.
| description = Create '''three''' darts of magical force, each dealing {{DamageText|1d4 + 1|Force}} damage to its target.
| description = Create '''three''' darts of magical force, each dealing {{DamageText|1d4 + 1|Force}} damage to its target.
Line 24: Line 26:
| range ft = 60
| range ft = 60
| higher levels = When the spell is cast at 2nd Level or higher, an additional dart is created for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 1st.
| higher levels = When the spell is cast at 2nd Level or higher, an additional dart is created for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 1st.
| notes = * {{RarityItem|Psychic Spark}} grants the ability to cast '''Magic Missile''' once per [[Long Rest]].
| notes =
* {{RarityItem|Psychic Spark}} creates one additional dart whenever '''Magic Missile''' is cast.
* The {{RarityItem|Ne'er Misser}} grants the wearer the ability to cast '''Magic Missile''' once per long rest as a 3rd level [[Spells|Spell]].
* The {{SAI|Shield}} spell causes the caster to take no damage from '''Magic Missile'''.
* The {{SAI|Shield}} spell causes the caster to take no damage from '''Magic Missile'''.
* The level 10 wizard's Evocation School class feature Empowered Evocation will add the wizard's intelligence to each missile.
* The level 10 wizard's Evocation School class feature Empowered Evocation will add the wizard's intelligence to each missile.

Revision as of 03:34, 13 October 2023

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Magic Missile.webp

Magic Missile is a level 1 evocation spell. This spell allows spellcasters to hit enemies with multiple projectiles that deal Force damage.

Description

Create three darts of magical force, each dealing 1d4 + 1Damage TypesForce damage to its target.

The darts always hit their target, and can each be targeted individually.

Properties

Damage
D4 Force.png 1d4 + 1 (2~5) Damage TypesForce per dart
Details
 Range: 18 m / 60 ft

At higher levels

When the spell is cast at 2nd Level or higher, an additional dart is created for each Spell Slot Level above 1st.

How to learn

Classes:

Feats:

Granted by the following items:

Notes

  • The Shield Shield spell causes the caster to take no damage from Magic Missile.
  • The level 10 wizard's Evocation School class feature Empowered Evocation will add the wizard's intelligence to each missile.
  • When interacting with effects like Death Ward Death Ward and dealing multiple attacks to the same creature, assuming the 1st attack was sufficient to down down the target the 2nd attack appears to apply before the Death Ward Death Ward activates, which means that after 2 attacks the target would lose the Death Ward Death Ward but remain with 1HP. If the initial attack would have 3 applications then the target would be downed downed on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a Death Ward Death Ward applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like Scorching Ray Scorching Ray and Eldritch Blast Eldritch Blast (as of 4.1.1.3669438).

Visuals

External Links