You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Magic Missile damage by spell slot level
Spell slot level
Damage
Average
1st
3d4 + 3 force
10.5
2nd
4d4 + 4 force
14
3rd
5d4 + 5 force
17.5
4th
6d4 + 6 force
21
5th
7d4 + 7 force
24.5
6th
8d4 + 8 force
28
7th
9d4 + 9 force
31.5
8th
10d4 + 10 force
35
9th
11d4 + 11 force
38.5
Averages are the dice’s expected total. Roll any row in the dice roller.
How Magic Missile plays
Three darts of force fly from your hand and hit creatures you can see within 120 feet: all at one target or split between several. There’s no attack roll and no saving throw. Each dart deals 1d4 + 1, so the spell does about 10 damage in total, and each slot level above 1st adds another dart.
It’s not the most damage you can get from a 1st-level slot, but it’s the most certain. It can’t miss, force damage is almost never resisted, and it doesn’t care about Armor Class, partial cover or defenses like Blur. When you absolutely need to finish off a fleeing spy at 3 hit points, this is the spell.
When to pick Magic Missile
Finishing blows and fragile targets. Split darts to drop several wounded enemies, or aim all three at a caster to break their concentration.
Against high Armor Class or good saves. When attacks keep missing and saves keep succeeding, a guaranteed 10 damage looks good.
Not against a wizard with Shield, which blocks every dart. A Brooch of Shielding makes its wearer immune to the spell, too.
Common questions
Can Magic Missile miss?
No. Each dart hits a creature you can see within range. The only things that stop it are the Shield spell, immunity to force damage, or items and features that name it, like the Brooch of Shielding.
Do I roll damage once or for every dart?
The spell doesn’t settle it. Sage Advice suggests rolling one d4 and applying it to every dart; many tables roll each dart separately. The average is the same, about 3.5 per dart.
Does each dart force a concentration save?
Yes. Each dart deals its damage separately, so a concentrating creature hit by three darts makes three Constitution saves, each at DC 10.
How many darts do I get when I upcast it?
One more per slot level above 1st: four darts at 2nd level, five at 3rd, up to eleven with a 9th-level slot.
Can I target an object with Magic Missile?
No. The darts hit creatures only.
Does Magic Missile work on invisible creatures?
Only if you can see them. An invisible creature can’t be targeted, even if you know where it is.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
120 feet
Components
V, S
Duration
Instantaneous
School
Evocation
Level
1
Classes
Sorcerer, Wizard
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 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.