Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.
Magic Missile is the reliable damage button. You create darts of force that automatically hit creatures you can see — no attack roll, no save — unless a feature like Shield says otherwise.
This Magic Missile 5E guide covers dart counting, upcasting, and targeting.
Spell Level: 1st
Spell Type: Evocation
Casting Time: 1 Action
Range: 120 feet
Component Requirements: Verbal, Somatic
Duration: Instantaneous
Class: Sorcerer, Wizard
At Higher Levels: +1 dart per slot level above 1st
How does Magic Missile work?
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals force damage (typically 1d4 + 1). The darts strike simultaneously and can be aimed at one creature or several.
Why auto-hit matters
Against high-AC bosses, Magic Missile ignores the miss chance that Fire Bolt suffers. Against Shield, the reaction can negate Magic Missile entirely — do not dump a high slot into a caster who still has their reaction.
Upcasting
Each slot above 1st adds another dart. It is one of the cleanest upcasts in the game for guaranteed chip damage and finishing blows.
Frequently Asked Questions
Can you critically hit with Magic Missile?
No attack roll means no critical hits.
Does Cover matter?
You need to see the target. Cover that blocks sight stops you from choosing them; AC cover does not matter because there is no attack roll.
Is it better than a cantrip?
When you need certainty, yes. When you are slot-starved, Fire Bolt / Eldritch Blast style options are free.