What is the Magic Missile rule?

The "Magic Missile rule" in Dungeons & Dragons (D&D 5e) refers to its unique mechanics: three darts of force damage that automatically hit (no attack roll), deal 1d4+1 damage each, can hit one or multiple targets, and, crucially, in older rules, you rolled damage only once for all darts, allowing modifiers to apply to the single roll for all hits. However, the newer 2024 rules (One D&D) suggest rolling damage separately for each missile, changing its optimization potential, while DMs often decide how features interact with simultaneous hits.
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How does the magic missile work?

In Dungeons & Dragons, Magic Missile creates glowing darts of magical force that automatically hit targets, dealing 1d4+1 force damage per dart, with extra darts gained at higher spell levels, allowing you to hit one or multiple enemies simultaneously without attack rolls or saving throws. It's known for its reliability, piercing defenses like Armor Class (AC) and often breaking enemy concentration due to its unerring nature, though spells like Shield can negate it.
 
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Do you roll to hit on a magic missile?

To break it down: Magic Missile automatically hits, so no attack roll is required. Each missile does 1d4 + 1 damage, and you have 3 missiles. The +7 modifier applies to the attack roll if the spell required one, but for Magic Missile, the damage is set, so no extra modifier is added to that.
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Is a magic missile guaranteed to hit?

Yes, in Dungeons & Dragons, Magic Missile always hits its target as an "automatic hit" because it requires no attack roll, but it can be blocked or negated by specific spells like Shield or Counterspell, or by the target having total cover or magical protection like force resistance. It's a reliable low-damage spell, delivering 1d4+1 force damage per dart, making it great for finishing off foes or triggering effects on a "hit" (like Assassin rogues) without needing to roll to hit. 
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What are the limitations of Magic Missile?

The limitations of the Magic Missile spell (primarily in D&D) include requiring line of sight to a visible, valid creature target, having relatively low damage per dart compared to other spells of similar level (though it always hits), and its force damage type rarely benefits from specific elemental bonuses, although it bypasses most resistances and defenses. It also often uses a single damage roll for all missiles, and some older editions had confusing targeting or duration rules, but modern versions are clearer. 
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How far can a magic missile go?

In Dungeons & Dragons 5th Edition, the standard Magic Missile spell has a range of 120 feet, always hits, and creates three force darts, scaling with higher spell slots. Other game systems or specific versions (like Pathfinder or older D&D) have different ranges, such as 100 ft + 10 ft/level in Pathfinder or around 60 ft in Baldur's Gate 3, but 120 ft is common for modern D&D. 
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Do you need a line of sight for a magic missile?

You need to be able to see the target to cast the spell. But if you CAN see it (for example, Devil's Sight invocation), then the darkness does not affect the missile.
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What is the maximum number of magic missiles?

For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures.
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Can a magic missile hit an object?

Strictly RAW, Magic Missile can only target creatures. This is true of most spells as they very often specify "creature" other than the more generic "target" (which can be a creature or an object).
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Does Magic missile require a saving throw?

Magic Missile unerringly hits its target. That means there's no attack roll nor saving throw. So if you Shield in response to Magic Missile targeting you, any bolts targeting you harmlessly plink into the shield. They aren't misses, so they won't hit Mirror Images.
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What's the difference between a magic missile and Jim's magic missile?

Jim's Magic Missile (from Acquisitions Incorporated) is a riskier, higher-damage version of Magic Missile, trading the standard spell's automatic hits for attack rolls, which can miss but also allow for on-hit bonuses (like Hex) and criticals, while also introducing the unique risk of backfiring on a natural 1, causing self-damage. Standard Magic Missile guarantees 1d4+1 damage per dart, making it reliable for breaking concentration or hitting evasive targets, whereas Jim's offers higher potential damage (2d4 per dart) but with a chance to hit nothing and hurt yourself. 
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Does a magic missile go through water?

The Magic Missile can fire through water and honey (unlike the Flamelash, a similar weapon) and also does not get slowed down by liquids.
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What are some alternatives to Magic Missile?

Similar cards to Magic Missile
  • Volcanic Fallout.
  • Fight with Fire.
  • Forked Bolt.
  • Ghired's Belligerence.
  • Display of Power.
  • Meteor Swarm.
  • Violent Eruption.
  • Arc Lightning.
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Can you shield a magic missile?

Post-Spellplague, as well as post–Second Sundering, a mage could cast shield as a reaction, quickly putting up their hand in response to an incoming attack and manifesting a shield of magical force around them, thus deflecting attacks and helping them evade harmful effects, including magic missiles.
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What is another name for the magic missile?

Magic missile, originally called General Matick's missile and later also referred to as missile or battlestrike, was a spell that cast bolts of pure force from its caster's fingertips.
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Do you roll to hit for each Eldritch blast?

Mechanically, Eldritch Blast is a ranged spell attack that scales with the character's level, firing multiple beams as the Warlock gains power. Each beam requires a separate attack roll, making it a versatile option for targeting multiple foes or focusing fire on a single enemy.
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Is a magic missile a guaranteed hit?

Yes, in Dungeons & Dragons, Magic Missile always hits its target as an "automatic hit" because it requires no attack roll, but it can be blocked or negated by specific spells like Shield or Counterspell, or by the target having total cover or magical protection like force resistance. It's a reliable low-damage spell, delivering 1d4+1 force damage per dart, making it great for finishing off foes or triggering effects on a "hit" (like Assassin rogues) without needing to roll to hit. 
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What is a magic 2 missile?

The Matra R550 Magic 2 is a French short-range, air-to-air missile developed by Matra infrared homing air-to-air missile. It is an advanced version of the original R550 Magic.
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How far does a magic missile go?

In Dungeons & Dragons 5th Edition, the standard Magic Missile spell has a range of 120 feet, always hits, and creates three force darts, scaling with higher spell slots. Other game systems or specific versions (like Pathfinder or older D&D) have different ranges, such as 100 ft + 10 ft/level in Pathfinder or around 60 ft in Baldur's Gate 3, but 120 ft is common for modern D&D. 
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What stops a magic missile?

This spell can be blocked by Magic resistance, any Spell protections type such as Minor Spell Deflection or Minor Globe of Invulnerability. A Minor Spell Turning will bounce the missiles back to the caster.
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Can Israel Iron Dome stop ballistic missiles?

No, the Iron Dome is primarily for short-range rockets, mortars, and drones; it's not designed for high-speed ballistic missiles, which are handled by Israel's multi-layered system (David's Sling, Arrow, and US THAAD), though Iron Dome can sometimes act as a last-minute backup against some shorter-range ballistic threats. Ballistic missiles travel much faster and on higher trajectories, requiring different interceptors like the Arrow systems for atmospheric or exo-atmospheric interception, as seen in recent conflicts where Iran launched ballistic missiles that Iron Dome struggled to stop, but Arrow systems largely countered.
 
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Do you roll to hit for a magic missile?

No, you don't roll to hit with Magic Missile (D&D 5e) because it's an automatic hit; the darts always strike targets you can see within range, making it unique by bypassing AC and saves, only thwarted by spells like Shield. You do roll for damage (1d4 + 1 force damage per dart), and while some groups roll each dart separately, RAW (Rules As Written) for 5e often suggests rolling once and applying it to all darts if hitting multiple targets.
 
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What is the 65% rule in D&D?

In 5e the chance of hitting is on average 65%. Based on that a +2 mod on AC reduces the chance to 55%. And a +9 mod to AC reduces the chance to hit to 20%. The three brackets represent you have a 65% chance to do minimum damage, 55% to do average damage and 20% to do max damage.
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What missile has a 1000 mile range?

The Tomahawk cruise missile is a precision weapon that launches from ships, submarines, and ground launchers and can strike targets precisely from 1,000 miles away, even in heavily defended airspace.
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