Dnd 5e Improving Dmg With Magic Missile

  1. Dnd 5e Improving Dmg With Magic Missile System
  2. Magic Missile 5e Dnd Beyond
  3. Dnd 5e Improving Dmg With Magic Missile Training
  4. Dnd 5e Dmg Types
  5. Dnd 5e Improving Dmg With Magic Missile Control

Chain Missile

(Spell Compendium, p. 44)

This is the same damage as a 3rd level magic missile targeting a single target. It just makes it effectively AOE. It would be worse than using magic missile for single target using the twitter ruling (min damage with it is 28, max damage for Cone of MM's 5d4+5+Int is 30). The wand itself has no restriction on what class can use it, so any class can be it barbarian, rouge, or a caster who know the spell magic missile. Of course your DM might add stipulation of use outside of what is usually required by the item, be it adding a class, level, or ability restriction.


Evocation [Force]
Level:Sorcerer 3, Wizard 3,
Components:V, S,
Casting Time: 1 standard action
Range:

Dnd 5e Improving Dmg With Magic Missile System

Long (400 ft. + 40 ft./level)

Magic Missile 5e Dnd Beyond

Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous

Dnd 5e Improving Dmg With Magic Missile Training

Saving Throw: None
Spell Resistance: Yes

Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one.

Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target.

Dnd 5e Dmg Types

Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets.

Dnd 5e Improving Dmg With Magic Missile

Dnd 5e Improving Dmg With Magic Missile Control

The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.