The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Jim's Magic Missile

Level 1 •
Evocation

Casting Time: 1 action
Range: 120 ft
Components: V, S, M
Duration: Instantaneous
Damage Type: Force

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the spell, as used by Jim Darkmagic!

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
Material Component: 1 gp (royalty component)
Verbal Component: Expecto Medeis Ballistas
Verbal Component (Alternative): Magic missile, shoot forth and go; target my enemy, obliterate my foe.

Classes: Wizard, Rogue

Tags: damage

Source: Acquisitions Incorporated (page 76)

View Jim's Magic Missile Spell Card (New Window? )

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