Magic Missile 5e
Magic Missile is a 1st-level evocation spell that fires three glowing darts, each dealing 1d4 + 1 force damage with no attack roll or save. The darts always hit, for an average of 10.5 damage total. Each slot level above 1st adds one more dart. The 2014 and 2024 versions work the same way.
Pick a slot and press Roll.
Magic Missile at a glance
| Level | 1st-level evocation |
| Casting time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Duration | Instantaneous |
| Classes | Sorcerer, Wizard |
| Resolution | Automatic hit; no attack roll or saving throw |
| Damage type | Force |
Magic Missile damage by slot level
| Slot | Dice | Min | Average | Max |
|---|---|---|---|---|
| 1st-level slot (3 darts) | 3 × 1d4+1 | 6 | 10.5 | 15 |
| 2nd-level slot (4 darts) | 4 × 1d4+1 | 8 | 14 | 20 |
| 3rd-level slot (5 darts) | 5 × 1d4+1 | 10 | 17.5 | 25 |
| 4th-level slot (6 darts) | 6 × 1d4+1 | 12 | 21 | 30 |
| 5th-level slot (7 darts) | 7 × 1d4+1 | 14 | 24.5 | 35 |
| 6th-level slot (8 darts) | 8 × 1d4+1 | 16 | 28 | 40 |
| 7th-level slot (9 darts) | 9 × 1d4+1 | 18 | 31.5 | 45 |
| 8th-level slot (10 darts) | 10 × 1d4+1 | 20 | 35 | 50 |
| 9th-level slot (11 darts) | 11 × 1d4+1 | 22 | 38.5 | 55 |
How Magic Missile works
How it works: You create three darts of force and send them at one or more creatures you can see within 120 feet. Each dart deals 1d4 + 1 force damage. There is no attack roll and no saving throw, so as long as you can see the target, the darts hit. All the darts strike at the same moment.
Splitting darts: You can put every dart into one target or spread them across several. Spreading them is useful for finishing off wounded enemies; stacking them is better against a single target. The spell text does not address concentration, but a Sage Advice ruling for the 2014 rules treats each dart as a separate source of damage, so a concentrating target makes one save per dart. Your DM may rule differently.
Upcasting: Each slot level above 1st adds one dart. A 3rd-level slot fires five darts for an average of 17.5 damage; a 9th-level slot fires eleven for an average of 38.5.
Counters: The Shield spell blocks Magic Missile completely, and few other defenses stop it. Force damage is rarely resisted, so the spell is reliable against almost any creature.
Magic Missile: 2014 vs 2024 rules
| 2014 PHB | 2024 PHB | |
|---|---|---|
| Damage | 3 darts, 1d4 + 1 force each | 3 darts, 1d4 + 1 force each |
| Upcasting | +1 dart per slot above 1st | +1 dart per slot above 1st |
| Hit | Automatic | Automatic |
| Range | 120 feet | 120 feet |
Magic Missile FAQ
How much damage does Magic Missile do?
At 1st level it fires three darts that each deal 1d4 + 1 force damage, for 6 to 15 damage and an average of 10.5.
Can Magic Missile miss?
No. It uses no attack roll and no saving throw, so the darts hit any creature you can see within range. The Shield spell is the main way to block it.
Does Magic Missile scale with spell slots?
Yes. Each slot level above 1st adds one more dart, so a 2nd-level slot fires four darts and a 9th-level slot fires eleven.
Can Magic Missile score a critical hit?
No. Critical hits come from attack rolls, and Magic Missile does not make one.
Related
Other 1st-level spells
- Alarm
- Burning Hands
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
Rules are summarised in our own words; monster stat blocks are reproduced from the SRD. This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License. Card icons by Lorc and Delapouite from game-icons.net, licensed under CC BY 3.0.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.