Magic Missile
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Description
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
The darts always hit their target, and can each be targeted individually.Properties
- Cost
- Action + Level 1 Spell Slot
- Damage: 6~15
- Details
- Range: 18 m / 60 ft
At higher levels
Upcasting: Creates one additional dart per level also dealing 1d4 + 1Force.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)
Other ways to learn:
- Wizards can scribe a Scroll of Magic Missile to their spellbooks.
Notes
- Shield renders its recipient immune to Magic Missile.
- The level 10 Evocation School Wizard feature Empowered Evocation add the wizard's Intelligence modifier to each missile.
- Psychic Spark adds an extra dart to each Magic Missile cast (e.g. four total at spell level 1).
- When interacting with effects like Death Ward and dealing multiple missile attacks to the same creature, assuming the 1st attack was sufficient to down the creature with Death Ward active, the 2nd attack appears to apply before Death Ward activates. This means that after 2 missile attacks the creature loses Death Ward but remains with 1HP:
- If the initial attack has 3 missiles the creature is downed on the 2nd attack and again for an actual kill on the 3rd attack.
- In the case of party members with Death Ward applied, they need to receive 6 missile attacks to actually die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saving Throws. This effect appears to apply to all multi-application attacks such Scorching Ray and Eldritch Blast (as of 4.1.1.3669438).
- The incantation for Magic Missile is Tormentum, Latin for "Catapult", "Missile", and "Torment".
Visuals
External links edit
- Magic missile on the Forgotten Realms Wiki