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Magic Missile

Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missilesMagic Missile
Duration: 1 turn
Range: 150’
This spell conjures a glowing dart of energy
that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missiles

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