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Magic Missile
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Magic Missile is a level 1 evocation spell. This spell allows spellcasters to hit enemies with multiple projectiles that deal
Force damage.
Force.
![Damage Types](/w/images/thumb/d/d1/Force_Damage_Icon.png/25px-Force_Damage_Icon.png)
Description
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
Properties
- Cost
Action +
Level 1 Spell Slot
Damage: 6~15- Details
Range: 18 m / 60 ft
UID
Projectile_MagicMissile
At higher levels
Upcast: Creates one additional dart per level also dealing 1d4 + 1![Damage Types](/w/images/thumb/d/d1/Force_Damage_Icon.png/25px-Force_Damage_Icon.png)
How to learn
Classes:
- Class level 1: Sorcerer, and Wizard
- Class level 3: Arcane Trickster, and Eldritch Knight
- Class level 6: College of Lore (via Magical Secrets)
- Class level 10: Bard (via Magical Secrets)
Granted by items:
Psychic Spark (
Recharge: Long rest)
Ne'er Misser (
Recharge: Short rest)
Notes
- The spell causes the caster to take no damage from Magic Missile.
- The level 10 Evocation School Wizard feature will add the wizard's Intelligence modifier to each missile.
Psychic Spark adds an extra dart to each Magic Missile cast for four total at spell level 1.
- When interacting with effects like and dealing multiple attacks to the same creature, if the 1st attack was sufficient to the target, the 2nd attack will apply before Death Ward activates leaving the target with 1HP. An action with three attacks, however, would result in the creature being downed. A player character with Death Ward applied would need to receive 6 attack applications to fully die: 2 to break the ward, 1 to get downed, then 3 more to fail 3 Death Saving Throws. This effect seems to apply to all multi-application attacks such and (as of 4.1.1.3669438).
- The incantation for Magic Missile is Tormentum, Latin for "catapult", "missile", and "torment".