Level
1st
Casting Time
1 Action
Range/Area
120 ft
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Sorry, but it still wouldn't work.
you can add that extra dice to one damage roll per spell, not per damage roll.
You roll 1d4 once and it applies to all darts
>:(
There is something I don't really understand, the attack bonus on the spell sheet (for exemple wisdom modificator and proficiency bonus for the druid) when do I had this bonus, because on firebolt it's a 1d10, do I had hit to result, and now for these magic missils, do I had the bonus for each missils ? Thx for your answers
Attack bonus is for when you need to make a ranged or melee spell attack to determine if you hit. So for firebolt you roll a d20, add your attack bonus and tell your DM the result to see if you hit. Then you roll 1d10 (or 2d10/3d10 at higher levels) for your damage with no damage modifier boost. Magic missile, on the other hand, ALWAYS* hits, so attack bonus does not apply. You roll a 1d4 only one time and then that is the damage + 1 for each missile you have fired. Magic missile doesn't have a damage modifier tied to any of your stats unless you are a 10th or higher level wizard from the school of Evocation.
In this case, you add your INT modifier to one damage roll for any evocation spell you cast. Since you only roll once for magic missile, the INT modifier as added to the damage for *each* magic missile. So for a first level magic missile this becomes 1d4+1+INT Modifier. For an INT of 20, this will be 1d4+6 x 3.
*The only time magic missile doesn't hit is with the shield spell (or something that has similar language in its description), which specifically guards against magic missile.
I'm confused, I've been reading that each dart takes away 1 death save and each dart causes a person to make a concentration check, which seems very silly to me.
I would assume that you declare targets then roll damage as A single Damage roll based on the idea that all darts "strike simultaneously".
So if you cast at level 1, and throw 2 darts at one guy and 1 dart at another guy the first guy you roll 2d4+2 and the second guy you roll 1d4+1.
But if you're at 2 hp, you would be knocked to 0 from the first dart 1+1 at minimum, hit by 3 more and lose 3 death save and instantly be killed from a level 2 spell, no death saves?
Silly, indeed. Wouldn't that tell us to count each point of a trident separately, or to count how many spikes on hit in a pit trap?
I rule it as one save per target, not per dart. Also, I interpret it as 1d4+1 rolled separately for each dart.
cool
MM is a single damage roll - it's basically a weird type of AoE spell.
Think of it this way:
the wider the area of effect (read: more targets) to more spread out the damage, if you reduce the size of the area of the spell (read: single target) you deal more damage.
The Evo Wizard's Empowered Evocation applies, so MM deals 1d4+1+INT (presumably 1d4+6) per dart, making MM one of the highest burst damage single target spells - especially since it's GUARANTEED damage (Shield spell aside) of the least resisted type - force (actually, only Bear Barbarians have resistance and only 2 creatures are immune RAW).
If you use a 9th level slot for it, you will deal 77, 84, 96, OR 108 damage (no in-between), with very limited means of reducing/negating it.
There's probably a bunch of other ways to buff a "single damage roll" that will make MM used in this way even more amusing.
Arcane Firearm is NOT one of them (RAW), however, because the ability reads "When you cast an artificer spell through the firearm" and Artillerists do not have access to MM. And even if they did, the wording (if you're really into playing by the rules) of the Empowered Evocation reads the exact same "a wizard spell", so you'd need to choose which one you're going to apply.
That said, I'd allow it - if you're making a character that specialized in killing everything with MM - that's creative and amazing, so have fun. Of course, if we're reaching the territory of 200-300 in one go without burning their highest spell slots, I'll probably ask them to slow down.
All of that was RAW, but you are more than welcome to roll individually, although as a DM, I would demand the player to choose and apply the same thing throughout the entire campaign - for consistency purposes.
One important caveat: Magic Missile is line of sight. To quote the spell itself: "Each dart hits a creature of your choice that you can see within range." As a stealth player, I have had to argue with DMs in the past, as in "From across the room, the demi-lich casts magic missle and they curve unerringly around the giant marble pillar the creature knows your slender, stealthy gnome is hiding behind, striking you for 29 points of damage. Your streaming corpse falls to the ground."
Magic missiles, need, for lack of a better term, "target lock". It's not enough to know where the target is---if you can't see it, you can't hit it.
That is wrong. If they are invisible or you can’t see them they can’t be a target of magic missile as well as the Shield spell. Also immunity to force damage also stops it.
Yeah man!!!!!!!!!!!!!!!!!!!!!!!!!!
Beware rounding averages like that. It's misleading.
But remember JC's ruling:
So according to JC's interpretation of RAW, you roll 1d4 + 1 + 1d8 and then deal that much damage for each missile.
how do you conclude that?
1d8 per spell, not per dice rolled.
it's the same with scorching ray. only one of the rays gets the extra damage.
Scorching ray is a little different, because you make 3 separate attack rolls per ray, which means 3 different damage rolls. (Source)
According to JC, only one damage roll is used to calculate each of MMs dart's damage.
JC clarifies in that above source that Magic Missile is intended to be like an AoE spell, except with precise targeting.
That being said, MM isn't an artificer spell, so the d8 shouldn't be usable (RAW anyway, unless there's a feature that lets you count a wizard spell as an artificer spell).
Casting word is:
Magus Violencium
So just to play devils advocate, damage rolls for this spell should look like this?
(1d4+1x (level of spell slot used+2)) + any relevant bonuses.
Multiplying class feature bonuses per dart seems ridiculous doesn't it?
The verbal component of this spell (on Krynn, at least):
“Kalith karan, tobanis-kar!”
I keep hearing people say that the spell uses the same damage roll for all darts based on Jeremy Crawford citing the rule for spells/effects that hit multiple targets simultaneously. But each missile is only hitting one target.
You could argue that it's the spell that's hitting multiple creatures, but what that rule states is that you then roll the damage once for all of them. The damage of the spell magic missile is not 1d4+1. That is the damage that a single dart does to its single target. I'd argue that when each missile has been rolled, the spell's damage has been rolled once.