Magic Missile

Magic Missile

1st-level evocation · 3d4 + 3 Fire damage, average 10.5

10.5 average Fire damage · 6–15

Roll Magic Missile

Press a roll button. The dice land here.

Spell details

Level
1st-level
School
Evocation
Casting time
Action
Range
120 feet
Components
V, S
Duration
Instantaneous
Classes
Sorcerer, Wizard

Magic Missile damage by level

Cast atDiceAverageRange
1st slot10.56–15
2nd slot148–20
3rd slot17.510–25
4th slot2112–30
5th slot24.514–35
6th slot2816–40
7th slot31.518–45
8th slot3520–50
9th slot38.522–55

Three darts of 1d4 + 1, all hitting. Each slot level above 1st adds a dart.

The odds of 3d4 + 3

6: 1.56%7: 4.69%8: 9.38%9: 15.63%10: 18.75%11: 18.75%12: 15.63%13: 9.38%14: 4.69%15: 1.56%
6chance of each total for 3d4 + 315
TotalChance
8 or more94%
11 or more50%
13 or more16%
14 or more6%

Magic Missile against other 1st-level damage spells

By average damage on one target, Magic Missile ranks 6th of 15 1st-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels. The spell creates one more dart for each spell slot level above 1.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.