Here’s the latest on Magic Missile in D&D 5e, based on community discussions and official material up to 2026.
Direct answer
- Magic Missile is a 1st-level evocation spell that creates three glowing darts of magical force. Each dart automatically hits and deals 1d4+1 force damage; higher-level spell slots add one more dart per slot above 1st. It does not require an attack roll, and all darts strike simultaneously.[5]
- The spell’s interaction with higher-level slots is straightforward: +1 dart per level above 1st, not multiplied damage per bolt, so the total damage scales modestly with higher slots. In many playgroups, this is still considered a reliable, guaranteed-damage spell that remains a staple for early-level casters.[5]
Key nuances and common questions
- Interaction with damage modifiers: Only one modifier (Intelligence for certain features like Empowered Evocation when using an Abjuration or Evocation wizard’s features) is applied to the total damage, not per bolt. The multiple bolts are considered separate hits for the purpose of some effects, but the damage boost from ability mods often applies to the total damage, depending on the exact wording of features like Empowered Evocation and the spell’s description.[2][5]
- Does it count as an attack? Magic Missile is not an attack roll, so features that require making an attack (like Hex’s damage interaction or some weapon-based effects) generally don’t apply to each bolt unless specified by a feature. This is a frequent point of confusion in older/alternative editions; in 5e, the spell is explicit about automatic hits and separate bolts.[2][5]
- Concentration considerations: Magic Missile is instantaneous and does not require concentration, so it can be cast alongside other concentration spells, unlike some other cantrips or leveled spells.[5]
- Magic Missile items and builds: There are myths and videos discussing upcasting via items (e.g., wands) or optimizing with specific subclasses or features. The core spell itself remains unchanged by these discussions, though certain items or features can increase reliability or throughput in specific campaigns or with particular invocations, such as Empowered Evocation syndrome in other contexts.[3][6]
Related discussions and resources
- Community discussions on nerfs, changes, or interpretations of Magic Missile and Mage Armor in various homebrew or unofficial contexts appear on platforms like Reddit and YouTube, reflecting how players adapt to bounded-accuracy design in 5e. These are opinions and interpretations rather than official errata, so check your table’s stance or the latest official sources for any house rules.[1][3][2]
- The official spell description in the Player’s Handbook (1st-level spell, range 120 feet, duration instantaneous) remains the canonical reference for its mechanics, including the number of darts and scaling with higher spell levels.[5]
Illustrative example
- If you cast Magic Missile at 1st level, you get 3 darts dealing 1d4+1 force damage each, total 3d4+3 damage, with all darts hitting the chosen targets within range. If you upcast to 2nd level, you gain one additional dart (4 darts total); at 3rd level, you’d have 5 darts, and so on, with the total damage calculated as the sum of each dart’s damage, not a single shared value.[5]
Would you like a quick reference card you can print for your table, or a comparison table showing how Magic Missile stacks up against other 1st-level damage cantrips and leveled spells? I can tailor it to your campaign’s house rules. Citation: Magic Missile official wording and common interpretations are reflected in the cited sources, including the D&D 5e spell entry. If you want deeper dives or specific rulings from Sage Advice or designers, I can pull targeted references as well.[5]
Sources
Magic missile, originally called General Matick's missile and later also referred to as missile or battlestrike, was a spell that cast bolts of pure force from its caster's fingertips. Before the Spellplague and after the Second Sundering, magic missile grew in power as its spellcaster did, so that more experienced wizards or sorcerers cast more bolts with a single spell than those with less training. Like nearly all spells of the time, it required careful preparation before its...
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app.roll20.netFrom Player's Handbook, page 257. 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous 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
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