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.
If you cast this as a level 9 spell and are a sorcerer that used your twin spell meta magic then you get 22 darts I call it magic mini gun
My DM did absolutely nothing to deserve it, but I pretended to know nothing about the game and created probably the most powerful power-build possible with just the Basic Rules, DMG and PHB.
I convinced him to let me use Standard Array for stats and specifically gave myself a 13 in Charisma, but first, used the Variant Human choice of letting me get a +1 to any stat, and picked Charisma so that I could use the 12 offered by the Standard Array to save the 13 it offers for something else, allowing me to put only a single point in both Charisma and whatever stat I chose for the other 13 in order to instantly give myself a +2 in both on a stat increase, as opposed to the +1.
Then, I picked the Magic Initiate feat in order to get Eldritch blast for obvious power-gaming reasons, as well as Prestidigitation for the fact that it has so much utility it's basically a given that I choose it, giving me an extra choice in a regular cantrip (the 1st level spell I chose isn't important).
Naturally, I also selected Magic Missile as one of the frankly ridiculous amount of spells you get as a Wizard, as well as Shield to prevent DM retribution, Sleep which just instantly knocks out anyone in a certain radius for a ridiculous amount of time with zero saves, and Find Familiar because it allows you to cast any spell with a range of Touch from 100 feet away with a bit of planning and maybe some DM mercy (allowing your Familiar to take a turn right after yours because Familiars have independent turns). This allows me to pick any other two 1st level spells, and at just level 1 (I recommend fitting Armor of Agathys somewhere in the build, as it gives you a guaranteed 5 temp HP and a chance for retaliation without expending extra spell slots; I fit it into the Magic Initiate feat's option for a first level spell).
My current plan is to take Sorcerer for the next 3 levels, taking the Draconic bloodline so that I don't have to waste a learned spell on Mage Armor; you might be asking "why not just one level in Sorcerer instead of 3," but that's because the level 2 ability for Sorcerer allows you to trade spell slots for Metamagic or vice-versa, and the 3rd level ability allows you to spend points to use only one of two selected options on your turn, with the obvious choice for one being Twin Spell, duplicating your spell output (insanely good for Eldritch Blast and Magic Missile), and the other being debatable, but Quickened Spell is always a good choice (note: according to the rules, if you cast a leveled spell on your turn, you can only cast cantrips after, but that's why I also picked Eldritch Blast, other than the fact that it does a lot of damage and casts multiple bolts instead of increased damage, making it optimal for Twin Spell). The reason why I didn't go to 4th level for the stat increase and extra power is because 17th level in Wizard allows you to cast 9th level spells, and I don't need to tell you why, say, a 9th level Magic Missile or any 9th level spell is objectively a lot better than settling with 8th.
All this took was exactly zero morals, a bit of deception and manipulation, and literally all my time of playing 5e to come up with the build. I even made a really good character out of it and plan to use my absurd power exactly zero times, I just like having safety in my back pocket for the event where it's needed, which is how I think every power-gamer should plan. I'm currently working in a whole bunch of opportunities for me, the DM, and the rest of the players to work in their own moments and specifically for the relatively new DM to have un-interrupted plot moments with the things I'm going with, like the Draconic bloodline and stuff. I think it'll work well with whatever the other players are planning to do with their characters.
I have a question. If a whispers bard were to cast mm and they would apply their psychic blades, would that damage count extra for each dart? I’m asking since the Crawford ruling said you Roll damage once and then apply to each dart?
Yes
I have a question, what if as a sorcerer i cast it al lvl3 (5d4+5) throught an arcane focus that doubles the damage(10d4+10) and with metamagic i use quikened spell to "shoot" magic missile twice it would be 20d4+20? Right? And can i use metamagic on the same round to change the damage type to necrotic or another type of damage to one of those casts??.
you can do most of that, exept for the necrotic change as i dont see a metamagic for that
This spell was the 1st level spell I chose for my first character, Eon. He was a Human Wizard and this was by far his favourite spell. Everything about the spell has a ton of uses, with the damage no matter what, the total of 1d12 + 3 damage on a single target and by far the best damage spell for upcasting.
I wouldn’t say that it’s a “crap thing to do”, it’s more of a matter of the situation. Level 1 players fighting a mage and they kill you while you’re downed is indeed crappy, however, a BBEG or mini boss encounter in the middle or later stages of the campaign can create tension and require tactical action on the players’ part.
Additionally, the spell is canonically used by wizards as a way to break enemy wizards’ concentration and burn their resources and reactions to cast shield if they have it prepared. It was designed to force a reactionary shield (which can still be counter-spelled by the caster on the same turn, a lot of people misconstrue the “two leveled spells in one turn” rule) or to make them roll an absurd amount of concentration checks to end a powerful spell. It can also be countered by sanctuary which will remain in effect as long as the sanctified target doesn’t make attacks or *cast* spells that affect enemies, meaning they can maintain concentration and the enemy wizard will have to actually roll to hit you. It’s a really fun spell that has niche interactions like this that can be used by DMs as a sort of “puzzle” encounter to engage their players with a tactical strategy instead of “I cast fireball”. (Which actually would work against sanctuary but you know what I mean).
Yes. Magic Missile always hits.
[EDIT]: It was sorted by oldest. Not newest. This question was answered ninety times already.
jeremy crawford clearified that MM does only roll 1 instance of damage and applies it for all darts the same way an aoe spell does. so since all darts are one single roll of a d4 it would apply the bonus to each dart.
and finger guns
thats not a stupid ruling, thats how it happens. If you shoot 7 creatures, you hit each creature with only ONE dart. Why the heck would you roll 7d4 for damage for every dart? The description of an upcast MM says it ONLY makes another dart, it doesnt increase the damage of EACH dart. If you shoot a 4 targets with 7 darts, then you roll how many d4s hit EACH target, ie, T1 gets 2 darts, he takes 2d4+2; T1 gets one dart, he takes 1d4+1; T3 gets one dart, he takes 1d4+1; and T4 gets 3 darts, he takes 3d4+3. You can always roll them at the same time if you want, but you have to split the damage between each dart, not add all the damage together and they all take that amount.
no, unless it says to as part of your class. Evoc wizard is the only subclass that does, i believe. In fact, I dont know of any other classes that ever add your spellcasting modifiers to DAMAGE rolls for leveled Spells. Cantrips get special treatment for a lot of classes because they are designed to be weaker spells
Its weird that when using this spell on the Beyond character pages, it only rolls 1d4, instead of 3, which is the amount a 1st level does.
No. It's not a weapon attack. An attack needs an attack roll
Yeah. Reading helps XD I see it now. its even worse. it needs an attack roll, it's like you said in the first sentence. It needs a weapon attack. So, no work with spell attacks. BUT. It could maybe work with booming blade and the like. Because it says "when you hit with a weapon attack" and NOT "when you take the attack action. I might be wrong ^^
yup
yes it all ways dose hit
HAHA