Widely considered to be one of the best attack spells in the game for wizards of any level and often the first pick for anyone making a sorcerer or wizard, magic missile has been around since the very beginnings of D&D. This article provides some interesting variants of the spell, a couple of new magic items, and a table for reskinning magic missile to suit your own tastes and individuality.
NEW SPELLS
Try these spells to enhance or specialize your character’s use of magic missile.
Bursting Magic Missile
3rd-Level Evocation | Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A wedge-shaped lance of glowing eldritch force streaks from your outstretched hand to unerringly hit a creature within range that you can see. The lance deals 5d4 force damage and then shatters into five smaller missiles that each target one or more creatures of your choice within 30 feet of the original target of the spell. Each of these smaller missiles deals 1d4 + 1 force damage.
If a bursting magic missile hits someone wearing a brooch of shielding or that is affected by the shield spell, the missile deals no damage but shatters and releases its other missiles as normal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot above 3rd and releases an additional missile on impact.
Encircling Magic Missile
2nd-Level Evocation | Sorcerer, Wizard
Casting Time: 1 action
Range: Personal (120 ft.)
Components: V, S
Duration: 1 minute (see below)
You create three darts of glowing magical force that circle your body at a distance of 2 feet. As a bonus action on each of your turns, you can send one or all of the missiles to strike up to three creatures within range. Each missile deals 1d6 + 1 force damage and all missiles released on a turn strike simultaneously.
You can only have one casting of this spell active at a time. Should you cast the spell again while still having missiles available from a previous casting, the missiles from the previous casting disappear automatically.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot above 2nd.
Hampering Magic Missile
2nd-Level Evocation | Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three darts of glowing magical force that you can direct to strike up to three targets within range that you can see. Each dart deals 1d4 + 1 force damage, and the creature struck must make a Dexterity saving throw. On a failure, the dart surrounds the target with a nimbus of magical force, restraining them for a number of rounds equal to the number of missiles that struck them. A creature struck by more than one missile can make a saving throw at the end of each round to remove the restrained condition. On a success, the creature takes damage but is otherwise unaffected.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot above 2nd.
NEW MAGIC ITEMS
Try these magic items with magic missile in mind.
Buckler of Retaliation
Armor (Shield), Rare
Fine black runic script covers this bright silver buckler. While wielding it, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
When you are struck by a magical ranged attack (such as a scorching ray or ray of frost) while wielding this buckler, you can halve the damage as a reaction. When you do so, you may choose to fire three darts of magical force from the shield that streak back to strike the enemy who used the ranged attack. The darts each deal 1d4 + 1 force damage and are otherwise identical to the darts from a magic missile.
The buckler only works against magical ranged attacks that require an attack roll and deal damage. The buckler has three charges to fire darts, and it regains all expended uses at dawn.
Magic Missile Candy
Wondrous Item, Uncommon
You can chew up and swallow this small bittersweet silvery lozenge as an action. Afterward, you can summon the magical energies contained within it to transform your spittle into raw magical force. You can spit at a target up to 30 feet away as a bonus action, automatically hitting and dealing 2d4 force damage. Once you make up to three such attacks or after 1 minute, the power within the candy ends.
You can only gain the effects of a single piece of magic missile candy at a time. Eating a second piece resets the duration and the number of spit attacks you can make.
Magic Missile with a Difference
Like the table for the fireball spell found in Deep Magic, this table adds variety to your magic missile spell. Choose an option you like or select one randomly by rolling a d20.
Reskinning Magic Missile
d20 | Appearance/Sound |
1 | Each dart is a different color |
2 | Emit a high-pitched zipping sound |
3 | Each dart has a comet-like trail |
4 | Appear as drops of sparkling water |
5 | Appear as glowing shotgun shells |
6 | Look like sparks of green flame |
7 | Look like crystalline barbs |
8 | Look like elven fingers with sharp nails |
9 | Make a strange wheezing noise |
10 | Boom like thunder |
11 | Squeal like rats |
12 | Appear as miniature blue skulls |
13 | Appear as tiny silvery swords |
14 | Look like burning snowflakes |
15 | Look like bloody eyeballs |
16 | Appear as motes of starlight |
17 | Appear as glowing crimson orbs |
18 | Emit a high-pitched whistling |
19 | Emit an eerie sighing sound |
20 | Look like tiny prancing rabbits |
If you don’t love spells, are you even playing D&D?
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I need a clarification on the Bursting Magic Missile upcast!
It says “When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot above 3rd and releases an additional missile on impact.”
There are several times this spell damages a target – the initial ‘Lance’ attack, and the subsequent ‘Missile’ attacks. Is it intended that the 1d4 damage increase applies to all damage iterations?
Thanks!
I believe you are reading more into it. The initial damage is increased per spell level, _and_ an additional bursting missile are present. The bursting missiles always do 1d4+1, but you get more of them with which to target creatures.
Example: Casting at 5th level would give the caster 7d4 initial damage, and 7 bursting missiles that do 1d4+1 damage.
Now, there is one big ambiguity to rule on. According to the description, there is nothing stopping you from having the initial hit, and the bursting missiles targeting the same creature. The initial target _is_ a creature within 30 feet of itself. So, the above example casting could give you 14d4 damage in one attack. Still not as much damage as a 5th level fireball, but guaranteed damage on one creature (no save for half).
I would call it the Flower Bloom of Death. The spell’s visual effects being like a firework with the initial hit as the pistil (center of flower) and the bursting missiles leaving light trails as they expand and return to hit the initial target (the petals). :)
Nice catch there. Technically, the spell shouldn’t be able to target the original target. If I were to rewrite it, I would add the caveat that you couldn’t target the original target with the additional missiles.
As for the first question. The additional missiles each deal 1d4+1 damage, regardless of level. This is the problem with writing something that seems clear to you (because you know what you are intending) but not necessarily clear to others. It’s a constant headache for designers.
In one way I feel blessed by these questions and statements. It means that my spells are being used… somewhere.
This is such an insightful breakdown of Magic Missile! I love how you highlighted its versatility in different gameplay scenarios. The strategic tips are especially helpful for both new and seasoned players. Can’t wait to see more posts like this!