DDO Server Transfers 2025: 32b World Packing: Open 32b → 64b World Transferring: Open 64b World Unpacking: Open
32-bit server "ghost worlds" are available to Prepare, Pack, & Transfer to the new 64-bit game worlds until October 1, 2027. See Ghost worlds for more details.
Looking for which server your guild leader and guild transferred to? Check out our "Where did my guild go!?" page.
Newbie guideIn developmentDDO Store (Coupons)Social media
ClassesCraftingEnhancementsEpic DestiniesFavorFeatsItems
MapsMonstersPlacesQuestsRacesReincarnationSkillsSpells
Please create an account or log in to get the most updated information (this is up to 8 hours old), remove ads, access dark mode or the mobile friendly Timeless skin, and build a reputation to unlock more editing privileges.
Please visit DDO wiki's Discord chat server if you need any help!

Magic Missile

From DDO wiki
(Redirected from Magic missile)
Jump to navigation Jump to search
Name: Magic Missile
School: Evocation (Force)
Primer: [[spells|]]
Spell Level: Sor/Wiz 1 , Wild 1
Special:
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations.
SLA: Archmage: Evocation I (Wizard)
Spell Point Cost: 4
Metamagic: Empower, Enlarge, Intensify, Maximize, Quicken
Target: Foe
Range: Standard
Duration: Instantaneous
Saving Throw: None
DC:
Spell Resistance: No
Cooldown: 2 seconds (Wiz), 1.5 seconds (Sor)
Augmentation: Arcane • Arcane 1

Description

A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. 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. Unlike most spells, magic missile can pass through other monsters to reach your intended target.

Notes

Force spellpower increases the damage.

There is no Saving throw and very few monsters are immune or have resistance to force damage.

Plenty of enemy casters have access to this spell or its variants: Force Missiles and Chain Missiles. Since resistance/absorption to force damage are both hard to come by, and PRR/MRR don't apply to force damage either, these spells can eat through your HP quickly. Well-prepared adventurers will seek out one of the following means to gain immunity to these missiles:

Scrolls[edit]

Wands[edit]