Quick Answer
Magic Missile is a 1st-level evocation spell for sorcerers and wizards. It creates three darts that each deal 1d4 + 1 force damage to creatures you can see within 120 feet. There is no attack roll and no saving throw, so every dart hits. That is 10.5 damage on average at 1st level, and each slot level above 1st adds one more dart. The Shield spell blocks all of it.
Overview
Magic Missile is a 1st-level evocation spell that deals guaranteed force damage. Sorcerers and wizards can cast it from 1st level. You create three darts, and each one hits a creature of your choice that you can see within 120 feet. You can send all three at one target or split them up.
The spell's strength is certainty, not size. A 1st-level slot buys 10.5 average damage, which is less than many other options. But it never misses, it ignores AC, and very few creatures resist force damage. That makes it good for finishing off a wounded enemy, hitting a target with very high AC, and forcing concentration saves.
The weak points are clear. The Shield spell negates it completely. It cannot target objects. And as a slot-for-damage trade, it falls behind area spells once you face groups.
Stat Block
| Property | Value |
|---|
| Level | 1 |
| School | Evocation |
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Material | None |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | None (automatic hit) |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •The target is a spellcaster who knows Shield and still has its reaction. The spell does nothing to it.
- •The enemy is invisible, hidden, or behind total cover. You must be able to see the target and have a clear path to it.
- •You need to destroy an object, such as a rope or a door. The darts only hit creatures.
- •Several enemies are bunched together. A 1st-level slot on Burning Hands or Sleep usually does more.
- •A cantrip would do the same job. If the target has low AC, Fire Bolt or Eldritch Blast may land the same damage for free.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Modest: 10.5 average damage for a 1st-level slot, plus 3.5 per extra slot level. Strong only when certainty matters. |
| Action Economy | One action for guaranteed damage split across up to three targets at 1st level. |
| Opportunity Cost | Competes with Shield, Mage Armor, Sleep, and Burning Hands for the same 1st-level slots. |
When worth the slot: Finishing a fleeing or nearly dead enemy, breaking an enemy's concentration, or hitting a target your attacks keep missing.
When NOT worth the slot: Against groups, against Shield users, and in long adventuring days when slots are tight.
Pro Tips
Tip #1: Spread darts to break concentration.
Why it works: Each dart that damages a concentrating creature forces its own Constitution save. Under the 2014 rules, official Sage Advice treats each dart as a separate source of damage. Three darts means three saves at DC 10.
This avoids the mistake of: Saving your biggest single hit for a concentrating caster when three small hits are more likely to break it.
Tip #2: Use it to finish targets, not open fights.
Why it works: You can split darts after you know exactly who is wounded. A goblin with 2 hit points left dies to one dart, and the other two can go elsewhere.
This avoids the mistake of: Spending a whole spell on a creature that one dart would have killed.
Tip #3: Hold it for high-AC targets.
Why it works: An attack against AC 20 with a +5 bonus hits only 30% of the time. Magic Missile hits 100% of the time.
This avoids the mistake of: Throwing cantrips at a plate-armored knight round after round.
Common Mistakes to Avoid
Casting it at an enemy that has Shield.
Why it's bad: Shield's trigger includes being targeted by Magic Missile. The caster takes no damage from the spell at all, not just a reduced amount.
Do this instead: Make the enemy use its reaction first, or pick a spell that calls for a saving throw, such as Burning Hands or Lightning Bolt.
Thinking it can target objects.
Why it's bad: The text says each dart hits a creature. A rope, lock, or door is not a creature.
Do this instead: Use Fire Bolt, which can target objects, or a weapon attack.
Adding modifiers that do not apply.
Why it's bad: The darts are not attacks, so they cannot critically hit, and features that add to attack damage do not apply.
Do this instead: Count 1d4 + 1 per dart and nothing more unless a feature specifically adds to spell damage. Check that feature's exact wording.
Usage Tips
- •Worked example (concentration): an enemy mage concentrating on Fly has a +0 Constitution save. You send all three darts at it. Each dart deals at most 5 damage, so each save is DC 10.
- •The mage fails a DC 10 save on a roll of 1 to 9, which is 45% of the time. Keeping concentration through all three saves happens 0.55 × 0.55 × 0.55, or about 17% of the time.
- •So about 83% of the time, the mage loses Fly. If it was flying high, it falls.
- •That only works if the mage does not cast Shield. The SRD mage has Shield prepared, so expect it to block the first Magic Missile you cast at it.
- •Upcast damage table, with 3.5 average per dart:
- •1st level: 3 darts, 10.5 average. 2nd: 4 darts, 14. 3rd: 5 darts, 17.5. 4th: 6 darts, 21. 5th: 7 darts, 24.5.
- •6th level: 8 darts, 28. 7th: 9 darts, 31.5. 8th: 10 darts, 35. 9th: 11 darts, 38.5.
Rules Notes
- •Each dart deals 1d4 + 1 force damage to a creature of your choice that you can see within 120 feet.
- •The darts all strike at the same time. You can direct them at one creature or several.
- •There is no attack roll and no saving throw. Nothing about the spell can miss or be saved against.
- •Each slot level above 1st adds one dart.
- •Shield negates all damage from the spell for the caster of Shield.
- •A Brooch of Shielding gives immunity to damage from Magic Missile.
- •Whether you roll 1d4 once for all darts or once per dart is a table call. See the 2024 section below for why.
Synergies
- •Concentration-breaking: Pair it with allies' attacks on an enemy caster. Every separate hit adds another save.
- •Shield on yourself: If an enemy caster uses Magic Missile on you, Shield stops it. Learn both spells.
- •Counterspell bait: An enemy caster who spends its reaction on Shield cannot cast Counterspell until the start of its next turn, so your party's other casters act freely.
Anti-Patterns
- •Casting it every round as your main attack. Your slots run out fast and cantrips do similar damage.
- •Upcasting it into a 5th-level slot for 24.5 damage when Cone of Cold deals 8d8 (36 average) to every creature in a 60-foot cone.
- •Splitting darts evenly across healthy enemies. Three small wounds rarely change a fight.
Tactical Modules
- •The Finisher. When to use: Several enemies are low on hit points. Synergy: Assign one dart per wounded enemy after the fighter's turn.
- •Concentration Breaker. When to use: An enemy holds Hold Person, Fly, or another concentration spell. Synergy: Allies' attacks on the same target add more saves.
- •Armor Ignorer. When to use: A target with AC 19 or higher that your party keeps missing. Synergy: Upcast if it is the last hit needed.
Countermeasures
- •Threat: The target casts Shield — Response: Switch to a saving-throw spell next turn, since Shield lasts until the start of its next turn. Fallback: Have a martial ally attack first to draw out the reaction.
- •Threat: The target is invisible — Response: Reveal it with Faerie Fire or See Invisibility first. Fallback: Use an area spell on its likely square.
- •Threat: The target wears a Brooch of Shielding — Response: Use any other damage type. Fallback: Use a control spell instead.
Magic Missile in the 2024 Rules
The 2024 spell is almost unchanged. It is still 1st level, still deals 1d4 + 1 force damage per dart, and still adds one dart per slot level above 1st. The class list is still Sorcerer and Wizard.
One rule around it did change. The 2014 rule says that if a spell deals damage to more than one target at the same time, you roll the damage once for all of them. Many tables applied that to Magic Missile and rolled a single 1d4 for every dart. The 2024 rule for rolling damage once now sits under saving-throw damage and covers effects that force two or more targets to save at the same time. Magic Missile has no save, so that rule no longer clearly covers it. Rolling each dart separately is the plain reading, but ask your DM.
The 2024 Evoker's Empowered Evocation adds your Intelligence modifier to one damage roll of the spell, so it boosts one dart, not all of them. Shield still blocks the spell completely in 2024.
Frequently Asked Questions
How much damage does Magic Missile do in 5e?
At 1st level it deals 3d4 + 3 force damage in total, which is 6 to 15 and averages 10.5. Each dart deals 1d4 + 1. Every slot level above 1st adds one dart, so a 3rd-level cast deals 5d4 + 5, averaging 17.5.
Does Magic Missile ever miss in 5e?
No. It has no attack roll and no saving throw. The only ways to stop it are not being targetable, such as invisibility or total cover, or taking no damage from it, through the Shield spell or a Brooch of Shielding.
Does Shield block Magic Missile in 5e?
Yes, completely. Shield can be cast as a reaction when you are targeted by Magic Missile, and you then take no damage from the spell. It works against every dart aimed at you, not just one.
Do you roll Magic Missile damage once or for each dart?
It depends on your table. The 2014 rule says to roll once when a spell damages several targets at the same time, and many DMs apply that to the darts. The 2024 rule only covers effects that force saving throws, so rolling each dart is the plain reading there. The average damage is the same either way.
Does Magic Missile break concentration in 5e?
It can. Each dart that damages a concentrating creature forces a separate DC 10 Constitution save under the official 2014 guidance. Three darts on one caster means three saves, which is why it is good at breaking concentration.
Can Magic Missile critically hit in 5e?
No. Critical hits happen on attack rolls, and Magic Missile does not use one. Each dart always deals 1d4 + 1 force damage.
Is Magic Missile good in 5e?
It is reliable but not efficient. It is the best 1st-level spell for guaranteed damage, finishing wounded enemies, and breaking concentration. For raw damage per slot, area spells and higher-level spells do more.
Can you target the same creature with all Magic Missile darts?
Yes. The spell says you can direct the darts to hit one creature or several. All of them strike at the same moment.
Citations: SRD 5.1 (Magic Missile, Shield, Damage Rolls, Concentration); SRD 5.2.1 (Magic Missile, Damage against Multiple Targets, Evoker)
Includes SRD 5.1 and SRD 5.2.1 content per CC BY 4.0.