MAGIC MISSILE- PLAYER’S HANDBOOK 1 (3.5)
Evocation [Force]
Level: Force Domain 2, Knight of the Weave 1, Nentyar Hunter 1, Sorcerer/Wizard 1, Warmage 1, Wu Jen 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. 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. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Editor: The humble Magic Missile spell. A mainstay of many a wizard, it has been in use since D&D basic. The current version is unchanged little from the original, except for the limit on how many missiles one could cast. Originally, when a wizard got up to higher levels, it basically became sort of like a machine gun. Now it is much more controlled, maxing out in effectiveness at 9th level. For this reason, the spell tends to fall out of favor at 10th level and beyond. It has many uses. Let the ranger hunt with a bow, you can pick off squirrels with ease. In order to make more use of this spell, take a look at the list of Metamagic feats, scrolls, and wands. I should point out that shield, nightshield, and storm tower all negate Magic Missile automatically.
Metamagic FeatsBelow is a selection of Metamagic feats and how they relate to Magic Missile. Every applicable feat that can be applied to the spell is included, but not every feat is recommended. You need to judge for yourself what is useful to you and how you are creating your spellcaster.
Chain Spell (Complete Arcane): This feat rocks. Alas, you cannot use it with Magic Missile. Chain states you must have a single target at range. Magic Missile has multiple targets. That’s why they created chain missile in Spell Compendium. No, you cannot Ocular Spell it then chain it. WoTC said that rays don't work with chain. If you DM does, well, I'm sure you can work the math out for that yourself.
City Magic (Cityscape): This feat allows you to change half the damage into “City” damage for no level adjustment. There is no practical defense against city damage, so that basically makes half the damage unblockable. However, the spell is still a Magic Missile and force damage. It is still blocked by shield. Furthermore, it must be cast inside an urban environment to be effective. This basically isn’t worth adding to Magic Missile unless you frequently are in a city while fighting force resistant enemies. A possible use would be to add it to Magic Missile in a wand. By doing so, it adds nothing to the over all cost, but does limit it’s use to inside a city. One could make a wand with only 10 charges with the City Magic Metamagic feat for 150 gp. Such a wand would be useless outside the city, but in the hands of the city watch, it would still be effective. It would drop a level 1 commoner on average and give you many rounds to stabilize him before he bleeds to death. If it is stolen, the wand is ineffective if taken out of the city. I suggest that a DM could allow a 30% price reduction if the wand is only useable in a specific city. Thus you could have a wizard make such a wand for 52.5 gp and 3 xp and it would only be usable by the town guard. Fairly cheap and easily controlled.
Coercive Spell (Drow of the Underdark): Magic Missile is one of the few spells I would recommend for this Metamagic feat. A -2 to will saves for 3 rounds is of limited use but might make or break a mass suggestion. One should consider using it in a magic wand prepared at the 9th level, so as to allow you to hit the maximum number of targets. Alas, since this has a +1 level adjustment, you must prepare it at a minimum caster level of 3. A Magic Missile wand with only one missile is not possible, so it may be difficult to make this on the cheap. But it’s better to have too many missiles then too few, and you can always choose to have the extra missiles miss, if you want to charm the target and have as little damage as possible.
Consecrate Spell (Complete Divine): You add +1 to the level in exchange for making half the damage “good”. Alas, most targets are either immune to Magic Missile or they aren’t. Changing half the damage type doesn't stop it from being a Magic Missile, and thus nullified by shield. While you could add this to the spell, it isn’t recommended.
Cooperative Spell (Complete Arcane): Not worth it.
Corrupt Spell (Complete Divine): Like Consecrate Spell, this feat doesn’t really turn around for you and isn’t recommended.
Deafening Spell (Drow of the Underdark): A +1 level adjustment to make your target deaf for one round. If you are frequently fighting creatures that use sound dependant blindsight, then this might be useful. If you are going to use this, consider adding extend to the spell so that it lasts 2 rounds instead of one. Still, I can’t think of a single situation where silence, a 2nd level spell, would not work better. Deafness does reduce the target’s initiative by -4 and the target does get a 20% chance of spell failure if the spell in question has a verbal component. I’m just not seeing it that useful for Magic Missile.
Deceptive Spell (Cityscape): A +1 level adjustment to make it appear that a spell came from somewhere else other then you. Remember that the range on this spell is 100 ft +10 ft/level. Combine that with Silent Spell, Still Spell, and Extend Spell and you have a 5th level spell that lets you have Magic Missiles appear to come from anywhere within 380 feet of you while you are bound and gagged and an apparently helpless prisoner. Even without all the other Metamagic feats, as a 2nd level spell, it’d still be hard to spot you peering around a corner from a hundred feet away. A Silent, Extended, Deceptive Magic Missile wand would be very expensive, but for an illusionist or other deceptive soul, such a wand could have many possibilities.
Delay Spell (Complete Arcane): A +3 level adjustment for a 1 to 5 round delay. Useless. Utterly useless.
Earthbound Spell (Player’s Handbook 2): A +2 level adjustment to make a booby trapped square that lasts for an hour. Superior to Delay Spell, it is still of questionable use, but not completely. Perhaps put into a wand you could leave behind a trail of Magic Missile squares behind you as you flee a hoard of goblins. You can cast spells as you move, thus discouraging pursuit without being within range of counter attacks. It could also be useful when luring the enemy into a bottleneck. Remember that anyone will trigger the spell when entering the square in question, so make sure your allies know where you are casting the spell. Still, there are better uses for a third level spell.
Empowered Spell (Player’s Handbook 1): A +2 level adjustment for +50% damage. A 3rd level slot cast by a 9th level wizard does an average of 26.25 damage. Heck yeah.
Energize Spell (Librus Mortus): A +1 level adjustment to do +50% to undead but -50% to everyone else. If you know you are hunting undead this Metamagic feat rocks. It might be best to have it in a wand, but if you know what you are up against, it would be worth it to have take up a 2nd level spell slot. Combined with empower, the damage really starts to add up.
Energy Admixture (Complete Arcane): The internet dreams of using this feat with Magic Missile. Alas, it requires that the spell be one of four forms of energy: acid, cold, electricity, or fire. Why it doesn’t include sonic, I have no idea. I think it’s because nobody takes sonic energy defenses and they don’t want everyone adding sonic to all their energy attacks. Regardless, Magic Missile is force damage and thus not subject to use with this feat.
Energy Substitution (Complete Arcane): “But wait!”, you cry, “What about Energy substitution?”. Go read it. CAREFULLY. I’ll wait. … Back? Okay, did you read the part about “You can then modify any spell with an energy descriptor…” and energy damage is defined as, “Damage caused by one of five types of energy (not counting positive and negative energy): acid, cold, electricity, fire, and sonic.” Yeah, I’m afraid force is not an energy subject to substitution. Sorry fellow munchkin, this feat is not compatible with Magic Missile. I’m all for min/maxing, but not about breaking the rules.
Enervate Spell (Librus Mortus): A +2 level adjustment to do +50% to the living but -50% to undead and constructs. Yes, it stacks with empower, but there are more effective uses of a 5th level slot. Just use empower instead and leave this Metamagic feat to the NPCs.
Enlarge Spell (Player’s Handbook 1): Do you frequently find yourself needing to hit someone 200+ feet away? If not, there are better uses for a +1 level adjustment. Perhaps look into a Metamagic Enlarge Rod. A lesser rod is only 3,000 gp and a far better use of your resources then blowing a feat to do the same thing.
Fell Animate (Librus Mortus): A +3 level adjustment to raise your fallen enemies as zombies. The problem is, making sure that the Magic Missile is the last hit point of damage that kills. Tactically not very useful, but psychologically disturbing as heck. It has its place.
Fell Drain (Librus Mortus): A +2 level adjustment to drain 1 level for a few hours. At caster level 9 you could cast this and drain 5 different targets. This is highly recommended.
Fell Frighten (Librus Mortus): A +2 level adjustment to make your target shaken for a minute. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Not exactly a big bang for your buck. However, combined with Coercive Spell you could lower multiple target’s will saves by 4. If you are an enchanter, such an opening salvo could prove very useful.
Fell Weaken (Librus Mortus): A +1 level adjustment to lower strength by 4 for one minute. A pity that the negatives do not stack, but with Magic Missile, you could target multiple enemies. If you are the type to use ray of enfeeblement (1d6+1 str drain) or ray of exhaustion (-6 str penalty), you could seriously weaken a target with a few spells. All of them stack so if strength drain is your thing, this could work for you.
Fortify Spell (Complete Arcane): A +1 level adjustment gives you a +2 to overcome spell resistance. The effectiveness of this feat maxes out as a 5th level spell. If you happen to going up against Drow, it could be useful to have spell penetrating Magic Missiles, but normally not. The problem is, when you are encountering creatures with spell resistance, Magic Missile is just not going to cut it, damage wise.
Maximize Spell (Complete Arcane): A +3 level adjustment gives you maximum damage. This might seem like a good deal, but as a 4th level spell cast by a 9th level caster, it maxes out at 25 hp damage. Compare to an empowered spell at one level less and it’s clear that it isn’t all it’s cracked up to be. Maximized and empowered can be a scary combo at 40 damage, but there are better uses of a 6th level spell.
Ocular Spell (Lords of Madness): A neat feat. Magic Missile is not a ray. It's a missile. Next.
Nonlethal Substitution (Complete Arcane): Maybe you have some weird desire to make a weapon for some NPC guards and you don’t want them killing people. There are worse ideas.
Purify Spell (Book of Exalted Deeds): A +1 level adjustment to up the damage against evil outsiders to 1d6+1? Next.
Quicken Spell (Player’s Handbook 1): So a +4 adjustment to cast a second spell. Admittedly, the Magic Missile will be at caster level 9, so the spell will have maxed out effectiveness. If you need just a little bit more to finish someone off, it can’t hurt to have this at the ready.
Reaping Spell (Champions of Ruin): So a +3 level adjustment makes a Magic Missile spell that causes your target to fail to return to life 50% of the time, should someone try to bring them back. Not exactly the sort of spell I’d have in my everyday walking around spell list, but I would love to have it in a wand for the final boss monster.
Repeat Spell (Complete Arcane): A +3 level adjustment causes the spell to fire again the next round. It sounds superior to maximize, but damage over time always has a flaw. If you kill the target on the first round, the second round is wasted. A repeat spell should be saved for high hit point targets and might be best in a wand, rather then as a memorized spell. A Maximized, Empowered, Repeating Magic Missile sounds nice, but there are better uses for a 9th level spell slot.
Retributive Spell (Complete Divine): A +1 level adjustment to have a spell on you that zaps anyone who melee’s you is a handy thing to have. But remember that the spell is wasted if you ready or cast another spell. True, it lasts 24 hours, but you can’t cast any spells until it’s used up. Since the feat doesn’t allow you to cast it on someone else, it’s use is in limited circumstances. Should you be expecting a sneak attack, it might be handy, but it would be far more helpful to figure out how to hand it off to the fighter. May I suggest a ring of spell storing.
Silent Spell (Player’s Handbook 1): A +1 level adjustment and you can cast the spell in a silence field. Useful.
Split Ray (Complete Arcane): A wonderful feat for ray specialist. Pity Magic Missile is not a ray. Next.
Still Spell (Player’s Handbook 1): A +1 level adjustment and you can cast the spell while grappled. Useful. It should be noted that a Still Magic Missile is not subject to arcane spell failure. More useful.
Transdimensional Spell (Complete Arcane): Magic Missile already hits the ethereal plane. I suppose if you are going hunting for something that like to hide inside a rope trick you might need this, but really. A waste of a +1 level adjustment. Although, if you can con your DM into accepting the idea, normally a spells can't cross the dimensional barrier of a rope trick. A transdimensional Magic Missile technically could. So sitting inside a rope trick and firing transdimensional Magic Missiles out at your enemies would be as safe a sniper position as I can think of. Add Invisible to your Magic Missile and anyone who walks in front of your 3 by 5 invisible window 5 feet off the ground will hate life.
Twin Spell (Complete Arcane): A +4 level adjustment to double the damage. Alas, when you do the math, there are far more effective uses for a 5th level spell. It looks like it should be overwhelmingly powerful, but in the end, the math does not support this feat with this spell.
Wounding Spell (Lost Empires of Faerun): A +2 level adjustment and you get 1 point of damage a round until the target heals. Again, damage over time is usually a waste. You want to kill your target and kill him now. Perhaps in a wand it might be more useful, but as for memorizing it, not really. That being said, if you can convince your DM that the way it reads you cause one bleeding wound per missile, thus the target will lose multiple hit points on the following rounds, then maybe a Wounding Magic Missile is worth the effort. After all, if it will cause one wound for five different targets, why not five wounds on one target? Also useful if you find yourself with hoards of low level intelligent creatures and you want them to panic. If you can cast five missiles a round, that’s five people seeking medical attention every round. If your target has 10 hit points to start and just lost 4, and is going to lose another next round, he isn’t going to stand his ground. He is going to break ranks and get a bandage. Not super effective at higher levels, however.
ScrollsScrolls below are a selection of the most likely spells a spellcaster would create as a scroll. While there are many possible combinations, some of them are ineffective, pointless, and downright silly. Every possible version of Magic Missile is given, but only the weakest and/or the strongest version of a Metamagic version of Magic Missile is provided. It is assumed that the spell is only being cast once, so that the creator would either want it to be as cheap as possible, or maximize its effectiveness. A summary of the effects of the scroll are provided underneath for purposes of comparison.
Magic Missile (Spell Level 1 / Caster Level 1): 25 gp
Damage: 1d4+1 x 1 missile = Avg 3.5 hp (7.14 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 3): 75 gp
Damage: 1d4+1 x 2 missiles = Avg 7 hp (10.71 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 5): 125 gp
Damage: 1d4+1 x 3 missiles = Avg 10.5 hp (11.90 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 7): 175 gp
Damage: 1d4+1 x 4 missiles = Avg 14 hp (12.50 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 9): 225 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (12.86 gp/hp)
Magic Missile Coercive/Fell Frighten (Spell Level 4 / Caster Level 7): 700 gp
Damage: 1d4+1 x 4 missiles = Avg 14 (50.00 gp/hp)
Of course the advantage of this one is that one to four targets will be at a total -4 to will saves and shaken. This is perfect for setting up a hold monster or mass charm. Of course if you have the levels, memorizing it at 8th level as a quicken spell will be even more devastating. You aren’t making this scroll for damage, you are making it to lower will saves. So if you have less then 4 targets, the extra missiles are wasted.
Magic Missile Coercive/Fell Frighten (Spell Level 4 / Caster Level 9): 900 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 (51.42 gp/hp)
Like the scroll above, but one more target. So it costs more.
Magic Missile Empowered (Spell Level 3 / Caster Level 5): 375 gp
Damage: 1d4+1 x 3 missiles x 1.5 = Avg 15.75 hp (23.81 gp/hp)
Significantly more expensive a scroll, but if you are going to scribe an empowered scroll, make the caster level 9th. However, if you are on a budget and want to hand it out to other party members, this might be more economical.
Magic Missile Empowered (Spell Level 3 / Caster Level 9): 675 gp
Damage: 1d4+1 x 5 missiles x 1.5= Avg 26.25 hp (25.71 gp/hp)
Boom goes the dynamite.
Magic Missile Empowered/Energized (Spell Level 4 / Caster Level 9): 900 gp
Damage: 1d4+1 x 5 missiles x 2= Avg 35 hp vs undead (25.71 gp/hp)
Boom goes the Undead. Yes, you can scribe at caster level 7, but there is little reason to. The 200 gold you save isn’t going to do you any good dead. Go for broke and scribe it for maximum undead killing power. In a pinch, it still acts normally against other targets, too.
Magic Missile Energized (Spell Level 2 / Caster Level 3): 150 gp
Damage: 1d4+1 x 2 missiles x 1.5 = Avg 10.5 hp vs undead (14.29 gp/hp)
Undead killer on a budget.
Magic Missile Energized (Spell Level 2 / Caster Level 9): 450 gp
Damage: 1d4+1 x 5 missiles x 1.5= Avg 26.25 hp (17.14 gp/hp)
A better undead killer, but if you got a money, you are much better off empowering it as well.
Magic Missile Enlarge (Spell Level 2 / Caster Level 3): 150 gp
Damage: 1d4+1 x 2 missiles = Avg 7 hp (21.42 gp/hp)
Every once in a while you need to disrupt a spell caster and he’s just a little too far out of range. An enlarged Magic Missile in your infinite scroll case is 150 gold well spent.
Magic Missile Fell Animate (Spell Level 4 / Caster Level 9): 900 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 (51.43 gp/hp)
Now this scroll is best used when you have a group of helpless prisoners. Regardless of their hit points, you can get the auto kill with this spell and have them all rise up as zombies under your control. Expensive, grounds for alignment shift to evil, and just the sort of thing to hand off to a minion to use on a special occasion. Like when you have captured the hero’s wife and children and want to send a message. (I assume that message is, “Come rip out my eyes and make love to my decapitated skull.”) Remember, it might be a 4th level spell, it’s still 1st level when it comes to being read, which means any 1st level wizard can read the scroll without risk of failure. Just remember, it needs to KILL the target. A target with 1 hp left that is hit with one Magic Missile will be at -4 hp on a good day and still quite alive. So if your target is still up, pick on the most wounded and focus the damage on him.
Magic Missile Fell Drain (Spell Level 3 / Caster Level 5): 375 gp
Damage: 1d4+1 x 3 missiles = Avg 10.5 (35.71 gp/hp)
This is a cool use of fell drain. A never miss lose a level. Now, you cannot drain more then one a round per target. If you are fighting one target, two missiles are wasted. Since you never can count on getting five or more targets, It might be more cost effective to use a cheaper scroll, multiple times.
Magic Missile Fell Drain (Spell Level 3 / Caster Level 9): 675 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 (38.57 gp/hp)
Yee-haw! See a room full of 1st level goblins, watch 5 goblins die. If you are fighting hoards of low level minions, this scroll is their worst nightmare. Make sure to laugh with murderous intent and ask for an intimidate check.
Magic Missile Fortify +4 (Spell Level 5 / Caster Level 9): 1125 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 (64.28 gp/hp)
So if you find yourself going up against Drow, this scroll might be handy. As a rule, I wouldn’t scribe it. Orb of Whatever spells are far more effective against spell resistance. Still, a +8 to overcome spell resistance has it’s place.
Magic Missile Maximized (Spell Level 4 / Caster Level 9): 900 gp
Damage: 5 x 5 missiles = 25 hp (36.00 gp/hp)
If you are going to maximize a Magic Missile, make it caster level 9. No need to get cheap at this point.
Magic Missile Maximized/Energized (Spell Level 5 / Caster Level 9): 1125 gp
Damage: 8 x 5 missiles = 40 hp vs undead (28.13 gp/hp)
Excellent undead killer, not good for much else. Against the living it does 15 hp damage, much better 5th level spells for that sort of thing.
Magic Missile Maximized/Empowered (Spell Level 6 / Caster Level 11): 1650 gp
Damage: 8 x 5 missiles = 40 hp (41.25 gp/hp)
40 hp against all targets. Superior to the maximized energized scroll, and far more expensive on the gp to hp ration. But, you get what you pay for.
Magic Missile Maximized/Empowered/Energized (Spell Level 7 / Caster Level 13): 2275 gp
Damage: 10 x 5 missiles = 50 hp vs undead (45.50 gp/hp)
An extra 625 gold to do an extra 10 points of damage to undead but only 25 to everyone else. Useful is specialized situations, overpriced in every other regard.
Magic Missile Maximized/Empowered/Repeat (Spell Level 9 / Caster Level 17): 3825 gp
Damage: 8 x 5 missiles = 40 hp + 40 hp next round (47.81 gp/hp)
Against a living target, this the best you are going to get from a maximized Magic Missile. Personally I hate damage over time, but there really is no better way to shoe horn in damage then this.
Magic Missile Maximized/Energized/Twin (Spell Level 9 / Caster Level 17): 3825 gp
Damage: 8 x 5 missiles x Twin = 80 hp against undead (47.81 gp/hp)
Against the undead, this is a major smack upside the head. 80 to one target or 16 to 5, it gives you flexibility and certainty at the cost of a whole lot of gold.
Magic Missile Energized/Repeat/Twin (Spell Level 9 / Caster Level 17): 3825 gp
Damage: 1d4+1 x 5 missiles x 1.5 x Twin = Avg 52.5 hp + 52.5 hp next round (36.43 gp/hp)
Here we have our recommended undead hoard slayer. It lacks the certainty of maximize, but the averages are far superior. Gold to hp ratio, an empowered energized Magic Missile is a much better buy, but if money isn’t an object, this scroll will put fear in their motionless hearts, especially since you could hand it off to be read by any 1st level arcane. The caster level makes use magical device all but impossible (DC 37), so you are stuck with someone who’s got at least one level in an arcane class.
Magic Missile Repeat/Wounding (Spell Level 5 / Caster Level 9): 1125 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 (64.29 gp/hp)
Normally I don’t like damage over time, but if you are going to do it, do it well. If you can convince your DM that every missile will cause a different wound (Personally, I believe that is the case.), then this feat combo has potential. You start off with 17.5 hp damage on average. The next round is 22.5 hp damage on average. Every round after that is 10 hp damage until the target gets medical attention. In three rounds you do an average of 50 hp damage. That brings the gp/hp ratio to 22.5. The problem is if your target dies, then the damage over time is wasted. A target at 1 hp is just as dangerous as at full. Furthermore, a single cure minor wound, a zero level spell, ends the damage over time. But, since it’s a repeat spell, he’s most likely going to have to do it twice. Oh, it’s pointless to add energize, since the undead cannot bleed. Also empower only effects random numbers, so the wounds remain at 1 hp and only the base damage goes up.
WandsThe wands below are a selection of the most likely wands a wizard would create. The best possible versions of the base spell are shown as well as the best possible wand that could be made with Metamagic feats. It is assumed that the wand was created to be used repeatedly in a short amount of time. It is also assumed that creating a want with Metamagic feats requires additional time, cost and effort. As such, it is unlikely that the creator would make an inferior wand just to save on money at this point.
Magic Missile (Spell Level 1 / Caster Level 1): 750 gp
Damage: 1d4+1 x 1 missile = Avg 3.5 hp (4.29 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 3): 2250 gp
Damage: 1d4+1 x 2 missiles = Avg 7 hp (6.43 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 5): 3750 gp
Damage: 1d4+1 x 3 missiles = Avg 10.5 hp (7.14 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 7): 5250 gp
Damage: 1d4+1 x 4 missiles = Avg 14 hp (7.50 gp/hp)
Magic Missile (Spell Level 1 / Caster Level 9): 6750 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (7.71 gp/hp)
Magic Missile Nonlethal Substitution/Fell Weaken (Spell Level 2 / Caster Level 3): 4500 gp
Damage: 1d4+1 x 2 missiles = Avg 7 hp (12.86 gp/hp)
Here we have one expensive city watch wand. While the gold to hit point ratio isn’t that bad, the damage isn’t fatal and the -4 to strength will take the wind out of your average commoner’s sails. And since most fights are between two people, two missiles should be all you need for 90% of all disturbances. And if you want, you can make it a City Magic spell as well. The nonlethal substitution feat should trump the “City” damage, but you will have a wand that only works in the city. And you should get 30% off if you have the wand crafter make it specific to one particular city. That would get the cost down to 3150 and make sure that the wands don’t go walking off very far should that become misplaced. The magic item compendium allows for wands with only 10 charges, so you could break it up into 5 wands of 730 gold each. If the battle goes longer then 10 rounds, the guards should have gotten help anyways.
Magic Missile Coercive/Fell Frighten (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp (30.86 gp/hp)
The wand for the wizard who wants to charm a crowd of people. While the shaken results in -2 to attack rolls, saving throws, skill checks and ability checks for 1 min. The -2 to will saves only lasts for 3 rounds. So that cumulative -4 to will saves has a very small window of opportunity. Still, if you got the gold to blow, this is a useful addition to any controller’s arsenal. Perhaps a wand of 10 charges for 5400 gp is a much better choice, if you don’t plan on using it in every single encounter.
Magic Missile Deceptive/Extend/Silent (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (30.86 gp/hp)
Here we have the wand of the sneaky-sneaky. Point it at your target and suddenly missile fly at him from his mom, if she happens to be within 380 feet. Perfect for misdirection, horribly expensive, the right tools for the right job and you could accomplish far more by making your target turn paranoid then killing him ever could.
Magic Missile Invisible/Extend/Silent (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (30.86 gp/hp)
Another wand of the sneaky-sneaky. Like the one above, except this wand is completely undetectable. If you hide 290 feet away, you still got 4 rounds before he is out of range, assuming he knows which way to run.
Magic Missile Earthbound (Spell Level 3 / Caster Level 5): 11250 gp
Damage: 1d4+1 x 5 missiles = Avg 10.5 hp (21.42 gp/hp)
The spell is cast in a 5 foot square and fades in an hour. This is one of those cases where you don’t want to max out the caster level. The point is to harass your enemies, not kill them. A dozen charges across a narrow choke point at random will stop an angry mob in it’s tracks. They won’t know how long it lasts or where the charges are, while you get to run like hell. Just remember that one guy with a shield spell will walk past your mine field like it wasn’t even there and carve a path for everyone else with him.
Magic Missile Empowered (Spell Level 3 / Caster Level 9): 20250 gp
Damage: 1d4+1 x 5 missiles x 1.5 = Avg 26.25 hp (15.43 gp/hp)
Bang for your buck, the best Magic Missile wand you can buy. Yes, it’s expensive, but the gold to damage ratio makes it top notch for those who can afford it.
Magic Missile Empowered/Energized (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missiles X 2 = Avg 35 hp (15.43 gp/hp)
Each wand should come with “Undead Slayer” carved on the side. By far, the best undead killing wand in the bunch.
Magic Missile Fell Animate (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (30.86 gp/hp)
Now, I would like to point out animate dead is a 3rd level spell. A spell that costs 25 gp/hit die in black onyx. Created as a wand at minimal level it would cost 36,250 gold and you only get 10 hit die a charge and the subject has to be already dead. This wand, if it finishes the target off, could in theory animate the corpse of an 18 hit die red dragon. (You can only control it if you are 5th level, mind you.) A wand of animate dead could never duplicate that. Mmm… Zombie Dragon.
Magic Missile Fell Drain (Spell Level 3 / Caster Level 9): 20250 gp
Damage: 1d4+1 x 5 missiles = Avg 17.5 hp (23.14 gp/hp)
A wand where five of my enemies loses a level every round. My cup runneth over.
Magic Missile Fell Weaken (Spell Level 2 / Caster Level 3): 4500 gp
Damage: 1d4+1 x 2 missiles = Avg 7 hp (12.86 gp/hp)
This is one of those cases where you don’t want to max out the missiles. The -4 strength penalty does not stack, so multiple missiles only useful against large crowds. There are more effective crowd droppers, so chances are you are doing to follow this up with a ray of enfeeblement and/or a ray of exhaustion. No sense wasting your money.
Magic Missile Fell Drain/Fell Weaken (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp (30.86 gp/hp)
Usually I don’t like to mix different types of damage, because you are spreading yourself thin. It is far better to concentrate on one form of damage and take them down quick. But, if you are doing to mix it up, you could do worse then this wand. A -4 to strength, level drain, and a bit of damage to boot, it would most likely be useful against a mob of low level targets, making them lose effectiveness with every dart.
Magic Missile Fell Frighten/Fell Weaken (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp (30.86 gp/hp)
This wand causes your target to become shaken and lose -4 strength. That is a total -4 to hit and -2 to damage. If you want to make multiple targets miss a lot, this wand will ruin their day.
Magic Missile Maximized (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 5 x 5 missile = 25 hp (21.60 gp/hp)
Meh. I’d still go with the empowered wand first. More damage on average and cheaper too.
Magic Missile Reaping (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp (30.86 gp/hp)
If you want to become evil, this is your wand. Basically you use this to finish off captured enemies to make sure they don’t return from the dead. Leave this one for the NPCs.
Magic Missile Repeat (Spell Level 4 / Caster Level 9): 27000 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp X 17.5 next round (15.43 gp/hp)
Technically the most damage available in a Magic Missile wand, rivaling that of the empowered, energized wand, it has the same problem all damage over time attacks have. If you kill the target on the first round, the second round is wasted.
PotionsNormally you wouldn’t think of a potion of Magic Missile, but it’s low enough to be a retributive spell. While there are a few +1 level adjustment feats that could be added, The additional cost in gold far out weighs the benefit. A retributive Magic Missile potion is not that expensive, is force damage, and can be drunk by a fighter. Since a retributive spell expires when you ready or cast another spell, it is unlikely a fighter will find himself having to choose between casting or keeping his retributive spell ready.
Magic Missile Retributive (Spell Level 2 / Caster Level 3): 300 gp
Damage: 1d4+1 x 2 missile = Avg 7 hp (42.86 gp/hp)
Magic Missile Retributive (Spell Level 2 / Caster Level 9): 900 gp
Damage: 1d4+1 x 5 missile = Avg 17.5 hp (51.43 gp/hp)
And that concludes my assessment of
Magic Missile. I hope that this gives you ideas and allows you to breathe new life into this old spell. Please tear apart my assessment of all of the above combinations and if you have any tactical ideas in just best to use a magic missile in combat, I'd love to hear it.