Magick Missile
Rune = Tyr (War)

(Evocation)


L^: mu1, wj1 (+)
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R#: 6" + (1")*
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D^: S
C^: v.s
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CT: 1
-
S^: None
A^: One or more creatures in a 10 square foot AREA
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Thanks Tim!
Players Handbook - - - AD&&D

Range: For each level of xperience of the MU, the range of his or her magick missile extends 1" beyond the 6" base range.

Effect: Use of the magic missile spell creates one or more magical missiles which dart forth from the MU's fingertip and unerringly strike their TARGET.
Each missile does 2 to 5 HP ( d4+ 1 ) of damage.
If the MU has multiple missile capability, he || she can have them strike a single TARGET creature or several creatures, as desired.
For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.
 

Wu Jen: The wu jen using this spell may cause a magical missile to leap from his or her fingertips and unerringly strike the target, inflicting 2-5 points of damage.
These missiles can strike multiple targets in the same AREA of effect.
The wu jen gains an additional missile for every 2 additional levels, gaining another missile at 3d, 5th, 7th, 9th, and so on.
 

Special thanks to: Tim Kask


<
Level of MU 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Number of Missiles 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9

hint : when this spell is written in a MU descrip in an adventure, write magic missile (x), with x being the number of magic missiles.
>
 

Q: Is there a chance that a magic missile will miss its TARGET?
A: No; a magic missile always hit its target
unless it is protected by certain magics (a
shield spell or a brooch of shielding, to
name a few).
(154.7)

Q. Can a magic missile spell hit a
specific part of a creature or object, ie
a hand or an eye?
A. No.  A magic missile may only be
targeted at a single creature within
an area of 10 square feet. Multiple
missiles may be aimed at the same
creature, or at different ones within
the target area.  Like any other form of
attack, a magic missile cannot be
aimed at a specific part of a creature
-- the AD&D Game has no critical
hit system or separate HP
allocations (in the manner of Rune Quest,
for example).
    Finally, magic missiles may not be
used against inanimate objects, et
door locks.
(Imagine #16)
 



Magic Missile
Gary Gygax and I have gone around in a circle on this spell for
some period of time. The controversy, in my opinion, lies around the
fact that there is NO SAVING THROW and that the missile goes
“unerringly” to its target. Why is this so annoying to me? It is unfair
because it allows players to foil most opposing spells by putting a Magic
Missile into the opposing spell caster, it allows Magic Missiles into melee
regardless of the size difference and quantity of ‘friends’ in the melee,
and it allows for shots that would amaze Robin Hood with their
accuracy!

Gary says that a Magic-User can counter with a simple spell like
Shield to prevent this damage. What he overlooks is that the opponent
must take a round to cast the Shield and in that time the spell caster is
beset by fighters, et al. I find it too unfair to “monsters” that a single
FIRST-level spell can be this powerful. Therefore, I have modified the
spell in the following ways:

1. There is still no saving throw if the target is surprised, immobile,
walking or prone and is at least the size of a Kobold.

2. Figures in melee, figures running (except those running right at
the spell caster), figures evading, behind (or moving behind) significant
cover, or casting a spell obtain some type of saving throw. This saving
throw is their normal one with modification as follows:

A figure casting a spell obtains a s.t., but at -4.

A figure in melee obtains a normal s.t. but adds +1 for every
opponent above the first one he/she/it is fighting (unless the size
differential is so significant that the opponents do not get in the way—i.e.,
6 dwarves against a hill giant would allow the giant a normal s.t. Missiles
that MISS their target might hit others in the melee! Select a figure and
then give him/her/it a normal s.t. to see if the stray missile hits or misses.
In the above example, the dwarves would not be hit.

All saving throws are on a missile-by-missile basis.

Missiles fire at a rate of 1 every 3 seconds. Thus, a figure moving
behind a wall might not be hit by every missile in a barrage of Magic
missiles.

A figure with over 50% cover (who then presents a target size of ½ a
kobold) always obtains a s.t. of from 16 to 20 depending upon cover
and his/her/its actions. This prevents firing through an arrow slit some
hundred feet away to hit some poor guard. <archer||sentinel>

I have found it necessary to rule in this way to stop Magic-Users
from Magic Missiling everything that walks because of the broad
language of the spell text. Magic Missile, as written, is too powerful and
must be toned down. (TD33, LTH)


Bargle the Infamous wrote:
Hi Gary,

Another little question for you.

In the 1976 Greyhawk supplement, the Magic Missile spell description states that "for every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th level magic-user may cast three magic missiles at his target, an 11th level magic-user casts five, and so on."

It seems to me that the soonest a magic-user may gain additional missiles is Level 6, but it's being argued on this forum that since your description doesn't explicitly state that Levels 6 and 11 are minimums (that being only implied), an alternative interpretation is that additional missiles should become available at levels 5, 10, and so on. It seems strange, however, that you would have mentioned 6 and 11 if they were not in fact the minimums.

It does seem clear what you meant, but for the sake of settling the dispute would you mind commentng on which interpretation is correct or, at least, closest to your original intent?

Thanks,
B


Sorry, but that game system no langer has anything to do with me. Ask WotC 

As an outsider I can add that whatever the DM decides regarding the matter is what the author of the original game approves of.
the best solution is to use the MAgic Missile spell found in the OAD&D game rules.

Cheerio,
Gary
 
 


Magic missile was inspired by a film, THE RAVEN, as was the shield spell 
 

Quote:
Originally Posted by Dannyalcatraz
I didn't want to do this, but its sooooo simple and yet sooooo argued about:

In this thread, we've been discussing using Magic Missile against opponents using Mirror Image.
I'm sure this issue has come up in countless other threads and campaigns as well.

Magic Missile Vs Mirror Image

Technically, Magic Missile (targets creatures) should not be able to target Mirror Images (because they are figments). Yet many of us have played that they do, and have so for many years- unaware of the technicality.

When it came up in your games, how was that conflict adjudicated? Do you allow spells that "target creatures" to target illusions of creatures? What about things the caster erroneouslybelieves to be creatures?


Nowhere does it say that a magic missile can't be sent against an illusion as its target.

The ability to cast a magic missile doesn't make the one so doing able to determine if a TARGET is illusory, partly non-material, a reflection in a mirror, or for that matter protected by some magical device that absorbs the energy of the magic missile.
The missile unerringly hits the target desired to be struck by the caster as the caster perceives that target.
If there are mirror images, the migic missiles will dispell those illusions when they hit them, make the real target apparent if there suffieient missiles being sent forth.

Cheers,
Gary
 

Quote:
Originally Posted by Edena_of_Neith
2,000th reply! 

Gary, what could the original Magic Missile - as you conceived of it - do to non-living objects, if anything?


The envisaged effect for a magic missile when impacting a non-living (other than undead), energiless target was a fuzzle.
Sort of llike a spark that sizzles a bit and does out leaving only a bit of scorched surface behing to mark its passing.

I got the idea of the spell from the film The Raven with Boris Karloff, vincent Price, and Peter Laurie. So too the shield spell.

Cheers,
Gary
 


Quote:
Originally Posted by mythusmage
Once read a write-up from a group where the DM envisioned Magic Missile as producing some form of fire arm, the exact type depending on how many missiles the magic user in question produced with each casting. It started with a single shot pistol and worked its way up to some type of automatic rifle at the higher levels. This in the day when MM had no upper limit to the number of rounds, required a to-hit roll for each shot, and successful hits did 1d6+1 in damage.


We all know that there is one magic missile per two levels above 1st, no limit to the total number, and that they always hit.

The missiles spring from the caster's finger and dart unerringly to strike the target subjetc(s) regardless of any evasive attempts on the part of said target(s).

Cheers,
Gary

Quote:
Originally Posted by diaglo
no, that's Greyhawk written by some guy named Gygax in 1975.

i think he goes by Col Pladoh here....

cheers,

diaglo


Heh...

Then you should also know that I replaced the quoted material with that found in the AD&D game's PHB in regards the working of the magic missile spell.

>>Casts 14 d4 missiles at diaglo, each unerringly hitting for an average of 2.5 points of damage  <<

Cheers,
Gary


A wizard unleashes a magick missile.
 

Quote:
Originally Posted by diaglo
but... doesn't the PHB say... 1d4+1... not that i want to take an extra 14 hps of damage...

<nervous laugh>

Oops! I forgot that in the excitment of sending those darts of force at you <confused>

So take 35 + 14 HPs of damage, and no shield spells, Broaches of Shielding, or Rings of Spell Turning allowed, or I'll have to follow Flexor's suggestion and use The Force to choke you <mad>


Cheers,
Gary


 
 






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