magic missile spell baldursgate3 wiki guide 150px 2

Magic Missile

Level 1 Evocation Spell

6~15 Damage

1d4+4 force dice icon baldursgate3 wiki guide 40px3d4+3damage force icon bg3 wiki guideForce

Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target.

range icon baldursgate3 wiki guide 25px18m

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell Slot  

Magic Missile is a Spell in Baldur's Gate 3. Magic Missile is a Lvl 1 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Magic Missile Information

  • Description: Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
  • Level: Lvl 1 spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 18m
  • Requires Concentration: No
  • Saving Throw: None

 How to Acquire Magic Missile

Magic Missile Tips & Notes

  • Upcast: When cast as 2nd Level or higher, an additional dart is created for each spell slot level above 1st.
  • This spell always hits your target, even if you don't have a line of sight. 
  • Each missile projectile will trigger a Concentration Saving Throw, making the spell particularly good at breaking concentration of enemy spellcasters.

 

Lvl 1 Spells
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favour  ♦  Enhance Leap  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Protection from Evil and Good  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Witch Bolt  ♦  Wrathful Smite

 




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    • Anonymous

      great spell, but seemingly bugged at close range? upcast MM at to shoot 6 bolts, only shot 2. tried again upcasting to shoot 5 bolts, only shot 3. cant find anyone else online reporting this bug

      • Magic Missile optimisation:

        1) Amulet +1 missile, act 1
        2) Wizard 10 evo +5 dmg per miss
        3) Two illumination rings in act 2, +2 radiant dmg
        4) Reverbation gloves act 2, reverbation if enemy take radiant damage
        5) Spellsparkler staff, give nice additional damage on multiple attacks
        6) Phalar Aluve destroy everything
        7) ...
        8) Artisrty of war

        • Anonymous

          Everyone keeps gushing about fireball, but honestly this baby deserves just as much praise as the wizards artillery option. Sure, fireball hurts, but only if you're not a demon, fire elemental, or a bear totem barbarian, and while it hits a lot of targets, it's likely to do half damage to many of those, and for hordes you don't really achieve much unless you killed all of them.

          Magic missile is not a high damage spell. It barely better than a cantrip, and chromatic orb is just better damage. But sometimes you don't need a lot of damage. Sometimes the dice are cursed and the enemy is alien, sometimes you need to be able to hit targets from afar, or hit multiple targets, or focus fire, or ideally all of the above.

          Magic missile, the probability graph is a spike, you basically know at the start of your turn what the end will look like. You can split or focus, you can be cursed and entangled, exhausted and poisoned, and all the while just look your DM in the eye and say: "for my turn, I kill this guy, and take this guy down to half or less" your DM may ask you to roll, smuggly pointing out your overconfidence, and you just sit there and say "no, not this time, I am upcasting magic missile, I know it hits, I know it deals a minimum of 2 damage per missile, and I know nothing resists force damage. Unless it knows shield or happens to be a tarrasque, I kill that guy and bring that guy to half or less" and your DM just has to accept.

          Magic missile, fireball may be big and flashy, but magic missile never lets you down. Well almost never.

          Also it's insane for breaking concentration, which is why wizards and sorcerers are the only casters with no healing options (let's leave the warlock for now, it's special). You see between shield and magic missile, any enemy mage is doomed to miss attacks, and make multiple concentration saves each turn in response to the bombardment. As a result, a wizard will dominate a druid, leaving them to resort to instantanious aoe damage spells.

          • Anonymous

            Phalar Aluve still works with MM.

            Sparkle staff also works.

            Bonkers damage, all I cast is Magic missile now.

            • Anonymous

              If for whatever reason you want to nuke a boss with ~600 damage on a guaranteed hit here's the build: Lvl 10 Evocation, 20 INT, Markoheshkir Thunder Boon, Callous Glow Ring, Ring of Absolute Force, Psychic Spark, Spellmight Gloves, Phalar Aluve (can be wielded by another character).

              • Anonymous

                Blue dragon sorcerer with a sparkler wand and magic missle necklace might as well be god. Especially if you level dip fighter or rogue. 4d4+4 force 4d8 +10 lightning (22-52 dmg) and that just takes a neck and hand slot

                • Anonymous

                  I love that magic missile on its own is rather lackluster but with specific itemization, you can make a build that absolutely nukes targets with magic missile spam.

                  • Anonymous

                    For sorcerers with Phalar Aluve, the spellsparkler, and the Callous Glow ring you can do some really good guaranteed damage. If you have the brand of the absolute you can use the ring of Absolute force for even more damage. My recommendation is have a fighter use Phalar Aluve up front with the light spell cast on them, and cast haste on yourself for the extra action economy. Then pump out as many magic missiles as you have spell slots available, use quickened spells too. This is really only effective on single target though so make sure to leave slots for aoe/control. Also If you just want to hyper focus on this kind of play you don't need any investment in your spellcasting ability which frees up points for dex and con or feats.

                    • Anonymous

                      3d4+3 is not 6~15 damage (2~5 damage each). That would be 3d4+1. The + at the end doesn't add to the total damage but to each roll.

                      • Anonymous

                        I was getting a bit tired of getting 30-50% hit chances with all my spells under perfect casting circumstances against run-of-the-mill enemies; I've since rolled 4 sorcerers who use this and its upcasts exclusively for single target, and I couldn't be happier!

                        • Anonymous

                          Good early-game spell. And still very useful for breaking enemy concentration (and also for dealing with a boss and some enemies in arc 3)

                          • Anonymous

                            Finding this to be a very useful option if simply because of its reliability. Still in the early game so there is a good chance its usefulness will taper off.

                            Sometimes you need to kill an enemy who is on low health, and you don't need the drama that comes from a 55% or 60% chance to hit.

                            • Anonymous

                              Bruh, they nerfed the spell from dnd 5e. In 5e the spell only rolled one d4 for damage, and the result determines how much each magic missile did. This doesn't seem like a big change but when it comes to Evocation Wizard it massively nerfs one of their most reliable damage options. "Empowered Evocation" only applies the extra damage to one damage roll, which meant all your magic missiles could get extra damage equal to your INT modifier. :((((( Still a badass spell though.

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