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Magic missile, also referred to as battlestrike[14], was a spell that cast bolts of pure force from its caster's fingertips.[5]

Kreeshah... barool... hottaisk!
— Verbal components of the magic missile spell.[15]

Effect[]

Before the Spellplague and after the Second Sundering, magic missile grew in power as its spellcaster did, so that more experienced wizards or sorcerers cast more bolts with a single spell than those with less training. Like nearly all spells of the time, it required careful preparation before its casting, and a wizard could only cast the spell as many times as they had prepared it for the day, before the memory of how to cast the spell fell from the mind of its caster.[5][2]

The missile manifested itself as a silvery bolt of energy,[4] and while the spell was simple, it could be deadly to weaker opponents. Magic missile was so simple that it required little concentration or preparation on the part of the wizard casting it. Very powerful wizards were able to cast a magic missile of twice the equivalent power of inexperienced mages. Between the Spellplague and the Second Sundering, magic missile could be cast over a distance of about 100 feet (30 meters).[4] In other periods, that range was about 120 feet (37 meters).[2]

Magic missile could only be blocked by a shield spell.[16] However, it could not inflict damage to the hull of a spelljammer.[17]

The appearance of a magic missile could vary greatly. For example, Cybriana's early magic missile created a massive gout of fire from her palm,[18] while Kyriani Agrivar (in fact, a transformed Cybriana) produced more conventional streaks of green globes from her finger tips.[19][20] An avatar of Shar later fired yellow-green beams from her fingertips at her during the Time of Troubles.[21]

Components[]

The spell only required verbal and somatic components.[2]

History[]

In 2268 NY (−1591 DR), at the height of the Golden Age of Netheril, this spell was introduced by famous Netherese arcanist General Matick under the name of General Matick's missile. Many scholars believed that he commissioned the spell rather than inventing it himself.[1][22]

Variants[]

Throughout the years, the fundamental specifications of magic missile have been used in the development of several other spells. In the 13th century, Snilloc's snowball was invented by the adventurer and spell-crafter Snilloc.[23] It was considered a lesser variant of magic missile by many mages throughout the Realms.[24]

Gemidan, a former apprentice of Khelben Arunsun, created a variant called lightning bug that combined its effects with those of shocking grasp.[25]

Another variant of this spell was slingstar, which allowed a mage to imbue her or his sling with magical energy. The caster evoked a number of magic missiles by using small stones or bullets as an added material component.[26]

One more iteration of magic missile was withering tendrils, which could be found in The Tome of Blasphemous Magic. This variation inflicted necrotic energy damage against a foe, rather than force energy.[27]

Notable Users[]

The half-elf magic-user Cybriana, who was later transformed into the famed half-drow wizard Kyriani Agrivar, knew magic missile. In the Year of the Prince, 1357 DR, Cybriana fired fiery magic missiles at first a chasme then a gargoyle, slaying them.[18] In the Year of Shadows, 1358 DR, when Kyriani was briefly turned back into Cybriana, she used magic missile, in the form of a pale-green streak of darts, against a kenku.[19] During the Time of Troubles, when magic went awry, her attempt to cast magic missiles failed, instead producing a shower of pink flowers.[28] Kyriani later fired four green magic missiles at the marauding Fellandar, though thanks to his magical resistance, he knocked them away with his fist.[20]

Appendix[]

See Also[]

Gallery[]

Appearances[]

Adventures
Ghosts of Dragonspear Castle
Referenced only
Treasure Hunt
Novels
IronhelmDaughter of the DrowTymora's LuckSwords of EveningstarThe SummoningThe Fallbacks: Bound for Ruin
Video Games
Baldur's Gate seriesIcewind Dale seriesPlanescape: TormentPool of Radiance: Ruins of Myth DrannorNeverwinter Nights series
Board Games
Mertwig's Maze
Card Games
Magic: The Gathering (AFR)
Gamebooks
Spawn of Dragonspear

External Links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22–23. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–210, 257. ISBN 978-0-7869-6560-1.
  3. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 125. ISBN 978-0-7869-6580-9.
  4. 4.0 4.1 4.2 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 159. ISBN 0-7869-4867-1.
  5. 5.0 5.1 5.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 251. ISBN 0-7869-2886-7.
  6. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  7. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  8. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 176. ISBN 0-7869-0329-5.
  9. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  10. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  11. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 67. ISBN 0-9356-9601-6.
  12. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 76. ISBN 0-8803-8099-3.
  13. Len Lakofka (May 1981). “Leomund's Tiny Hut: A recipe for the Alchemist”. In Kim Mohan ed. Dragon #49 (TSR, Inc.), p. 59.
  14. 14.0 14.1 Ed Greenwood (August 2006). Swords of Eveningstar. (Wizards of the Coast), p. 127. ISBN 978-0-7869-4022-6.
  15. Douglas Niles (1990). Ironhelm. (TSR, Inc), chap. 1, p. 20. ISBN 0-8803-8903-6.
  16. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 275. ISBN 978-0-7869-6560-1.
  17. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 78. ISBN 0-88038-762-9.
  18. 18.0 18.1 Michael Fleisher (February 1989). “The Secret of Selûne's Eye”. Advanced Dungeons & Dragons #3 (DC Comics) (3)., pp. 14, 20.
  19. 19.0 19.1 Dan Mishkin (May 1990). “Day of the Darkening”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #18 (DC Comics) (18)., p. 19.
  20. 20.0 20.1 Dan Mishkin (September 1991). “Summer in the City”. In Kim Yale ed. Advanced Dungeons & Dragons #33 (DC Comics) (33)., p. 12.
  21. Dan Mishkin (July 1990). “Dark of the Moon”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #20 (DC Comics) (20)., p. 18.
  22. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 8–9, 27, 111. ISBN 0-7869-0437-2.
  23. Ed Greenwood, Tim Beach (November 1995). Pages from the Mages. Edited by Jon Pickens. (TSR, Inc.), p. 32. ISBN 0-7869-0183-7.
  24. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 45. ISBN 0-8803-8828-5.
  25. Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 85. ISBN 0-5607-6868-1.
  26. Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 86. ISBN 0-5607-6868-1.
  27. Christopher Perkins, et al. (August 2013). Ghosts of Dragonspear Castle. (Wizards of the Coast), p. 106. ISBN 978-0786965311.
  28. Dan Mishkin (August 1990). “Lunatics”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #21 (DC Comics) (21)., p. 22.
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