
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 never misses, and that is why players love it
At the table. Three darts, each 1d4 + 1 Force damage, no attack roll and no saving throw. The average is 10.5, and the whole range sits between 6 and 15. On average damage it ranks 6th of 15 1st-level damage spells in the SRD, but every point of it is guaranteed.
The choice that matters is how you split the darts. Each dart does 2 to 5, so one dart always finishes anything on 2 Hit Points or fewer. Three wounded goblins on 2 HP each? Three darts, three kills, no dice to fail. Put all three into one creature only when you need that exact total: three darts reach 10 or more 69% of the time. Upcasting adds one dart per slot level, so a 3rd-level Magic Missile throws five.
The common mistake is firing it at a caster who knows Shield. Shield's reaction can trigger on being targeted by Magic Missile, and the target then takes none of its damage. Against enemy wizards, save the slot or bait the reaction first.
The human angle. A 95% chance feels much worse than a sure thing, even when the maths is close. Kahneman and Tversky called this the certainty effect: people give outcomes that are certain more weight than outcomes that are merely probable. That is why a player with a 65% Fire Bolt still reaches for Magic Missile when the dragon is on 4 Hit Points. It buys the one thing dice never sell: knowing. DMs, when a player spends a slot for certainty, narrate the certainty. Three darts, three flashes, down it goes.
Source: Kahneman, D., & Tversky, A. (1979). Prospect theory: An analysis of decision under risk. Econometrica, 47(2), 263–291. doi:10.2307/1914185
Magic Missile damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 1st slot | 10.5 | 6–15 | |
| 2nd slot | 14 | 8–20 | |
| 3rd slot | 17.5 | 10–25 | |
| 4th slot | 21 | 12–30 | |
| 5th slot | 24.5 | 14–35 | |
| 6th slot | 28 | 16–40 | |
| 7th slot | 31.5 | 18–45 | |
| 8th slot | 35 | 20–50 | |
| 9th slot | 38.5 | 22–55 |
Three darts of 1d4 + 1, all hitting. Each slot level above 1st adds a dart.
The odds of 3d4 + 3
| Total | Chance |
|---|---|
| 8 or more | 94% |
| 11 or more | 50% |
| 13 or more | 16% |
| 14 or more | 6% |
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.
| Spell | Dice | Average |
|---|---|---|
| Guiding Bolt | 4d6 | 14 |
| Hellish Rebuke | 2d10 | 11 |
| Inflict Wounds | 2d10 | 11 |
| Burning Hands | 3d6 | 10.5 |
| Dissonant Whispers | 3d6 | 10.5 |
| Magic Missile | 3d4 + 3 | 10.5 |
| Divine Smite | 2d8 | 9 |
| Ray of Sickness | 2d8 | 9 |
| Thunderwave | 2d8 | 9 |
| Ice Knife | 1d10 | 5.5 |
| Ensnaring Strike | 1d6 | 3.5 |
| Hex | 1d6 | 3.5 |
| Hunter's Mark | 1d6 | 3.5 |
| Searing Smite | 1d6 | 3.5 |
| Divine Favor | 1d4 | 2.5 |
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.