A big advantage of Magic Missile is you can hit 3 different things, so if you're. The spell description calls out a specific feature of shield, which is that it prevents any damage from magic missile. Using these definitions for the remainder of the answer, and on the subject of magic missile: You create three glowing darts of magical force. 5 damage in total. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. that trigger off of an Attack or Hit. J. Removing the shield fails to end the curse on you. The spell created three whistling darts of magical energy that shot at targets of the caster's choice in a twisting motion. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Since magic missile doesn't require an attack roll, it won't proc the effect. 25 respectively. Magic missile is multiple effects, each of which damage a single target. MM is very good at level 1, not bad at level 2, but, like all damage spells, falls to scale well. You roll 1d4+1+CHA+INT and multiply it by 8 to get your total damage. Usable By: Wizard. attuned dmg uncommon wondrous-item. Tessa takes extra damage from Fury of the Small. thanks. A rare few are metal, glass, or even ceramic, but these are quite exotic. The guaranteed hits can be used to trigger traps from a safe distance. Monk Class Details Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. 103). The Magic Missile Stormer Optimized Character Build treats magic missiles like a volley of arrows storming down on their targets. Magic Missile is a unique spell in that it has no saving throw, no attack roll, and multiple projectiles all striking simultaneously. As an action, a person holding the wand can expend one or more charges to cast Magic Missile. (Of note, this is different than Mike Mearls' answer which viewed a Magic Missile as one source of damage. Hey guys, this may be my most op dnd 5e build to date, so let me know what you think of it in the comments. Ability Score Improvement, Slow Fall 5th +3 1d6 5 +10 ft. Since magic missile is capable of hitting multiple creatures, it cannot be twinned. Therefore your Spell Attack Bonus doesn't come into play. I've got a bit of a macro done but it's messy and not working properly. Magic Stone 5e. Suddenly, we’re looking at a potential 7-10 per missile, which means 21, 24, 27, or 30 damage. The glowing aspect of the spell can be used as a makeshift moving dim light source. Using your 9th-level spell slot on magic missile is a terrible idea. You create three glowing darts of magical force. Magic Missile is good to keep around for the auto-hit and force damage, but I would probably drop it by level 7, maybe 9 at the latest. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. And the Magic Missile spell (PHB p. Regarding the Hag's ability to cast magic missile, how many does she cast at a given time?One? I'm trying to determine what level of spellcaster a Night Hag should be treated to get an idea how many magic missiles she has on each casting. The errata for the PHB states that:. Magic Missile deals a consistent average of 10. The DM made a call, saying no precedent. The darts all strike simultaneously, and you can direct them to hit one creature or several. Y. Normally magic missile can't be used to attack ethereal creatures, because it cannot be used without being able to perceive the target. You've more than doubled the Sorcerer's daily spell slots giving them a Wand of Magic Missile. Jim's Magic Missile. A dart deals 1d4 + 1 force damage to its target. Level: 1 Casting time: 1 Action Range: 120 feet Components: V, S Duration: Instantaneous. ) This spell is cast in addition to the force missile. A Ranged Weapon Attack is an attack that is both a Ranged Attack and a. Magic Missile is not a Ranged Weapon Attack. CapnZapp. If you want to make the macro absolutely canon for 5e, it's 1d4+1, with a notation of how many missiles are produced. Shield is available to both Wizards and Sorcerers at level 1. " Therefore you can't target an invisible creature with magic missile even if you know the spot they occupy, since you can't actually see them. #4. . A dart deals 1d4 + 1 force damage to its target. The spell Shield does not completely nullify Jim's Magic Missile. whenever you hit with an attack. No other specific exceptions are made. Alchemy Jug 5e – Encourages creative (liquid-based) ideas. This decision was made so that. and inspired by the podcast and web series, this book is full of madcap heists, hilarious moments, and all the ingredients you need to include the adventures of Acquisitions Incorporated in your own D&D campaign. The "Damage Rolls" section of the rules (PHB p. . A Wand of Magic Missiles is a wand that can cast the Magic Missile spell. Generally, the reason Magic Missle is a good upcast is because the damage, although low, is reliable. 5) points of damage. You do whatever the GM feels like. How can you set things on it, if you don't know where it is. MM is a ranged weapon and as such is good for striking opponents who are beyond physical reach. J. A dart deals 1d4 + 1 force damage to its target. You create three glowing darts of magical force. You could easily justify dropping it as early as level 5 when your cantrips power up and level three spells kick in. Each dart hits a creature of your choice that you can see within range. A. Yes, magic missiles automatically hit. Magic Missile Spell. Skorm_S_S. Each dart hits a creature of your choice that you can see within range. We go over everything about our D&D 5e Character Sheet from rolling ability checks to casting spells and much more. I. There is a spell that can block magic missile, and it costs a 1st. Magic Missile's whole gimmick is that there is zero save and zero attack rolls. You choose the target for each missile. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). a ranged spell attack for each missile. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. It cannot miss or be avoided. Magic Missile is wierd, if you roll a 3(1d4+1), then each individual dart deals 3 points of damage, rather than rolling the dice separately for each. Bestow Curse says "attacks and spells deal 1d8 extra necrotic damage to the target". Yes. 20 Intelligence. In general, any magic items before level 5 are going. Say I cast Magic Missile at first level. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. In most cases you'd see the missiles speeding towards you! sburkar. Magic Missile 5E is a 1st level evocation spell, which is only natively available to Sorcerers, and Wizards. Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The spell description of wall of force is silent on the question of whether spell effects can pass through the wall. . In the starter set I was able to pick up a Wand of Magic Missile (Starter Set) that lets me cast the spell Magic Missile using charges on the wand. (An immediate action is like a free action, but only once can be made per round. Duration: 1 round. You create three glowing darts of magical force. 1 Answer. I joined an adventure league yesterday. No, Magic missile is not an attack. — Jeremy Crawford (@JeremyECrawford) December 8,. RAW, Magic Missile is rolled once, and the single roll is then used for each hit. To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level. There's a strong chance you'd take out all three duplicates in one shot. The rules for Shield. You can actually leave off the last 2 since we can just send however many missiles are left to the last target, so the following command is equivalent:Let's compare Melfs Acid Arrow with a 2nd level magic missle. This allows the wizard to change the damage type of a spell, like magic missile, from force damage to fire damage. Tessa takes extra damage from Fury of the Small. It gives any character a reliable fallback option. Physical Description. Magic Missile (1st-Level Spell; Requires a Spell Slot). A typical spell requires you to pick one or more targets to be affected by the spell's magic. This also comes up when it comes to death saving throws. Magic weapon is a 2nd-level spell, making a permanent +1 weapon would actually be 2,970 gp. If the ⚒ Use / Attack button is released mid-drag, the missile will be. Brooch of Shielding. The darts all strike simultaneously, and you can direct them to. See the spell's description, casting time, range, components, duration, school, and user comments from other players and experts. 5 damage each missile and 38. Without triggering weaknesses, it's already about as good as magic missile if you can hit about 50% of the times. For example: if our example wizard casts magic missile using one of their 2nd-levei slots, that magic missile is 2nd level. With this feature, the Monk can deflect or even catch incoming projectiles from ranged weapon attacks. From Player's Handbook, page 257. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. Though I believe I cast magic Missile 3 times total across 20ish rounds of combat. Meaning you have a minimum of 2-5 damage per target if you. The mirror image spell has no effect on magic missile, which doesn't. One point of view, each missile gets the +3; another point of view, the spell as a whole gets the +3. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. It is an awkward, spotty little spell that has a stupid face, and smells. Curse. You create three glowing darts of magical force. Secondarily, its upcasting benefit is multiplicative: you get more darts instead of more damage. Magic Missle doesn't require an attack roll. As a bonus action, a sorcerer can convert sorcerer points into a spell slot. Hexblade's curse also adds directly to your damage rolls. Yes, it'd be funny, but in the way that fighting with a rubber chicken is funny; it's just so clearly bad and inefficient that you can't help but laugh. This wand has 7 charges. I could use some help with pretty much. At level 10, with +5 INT, that's 1d4 + 1 + 5 + 1 + your level (to one target) with up to a level 5 spell slot (which is 7 Missiles). These are the best DnD magic items 5e: Bag of Holding 5e – A solid DnD storage option. The exchange that inspired Magic Missile also led to the Shield spell, so the original Player’s Handbook (1978) explains, “This shield will totally negate magic missile attacks. But iirc magic missile is pretty much a homing missile that always hits. If they're beyond physical reach AND missiles can't target them, they can do lots of things other than attack - cross a bridge, climb a cliff, pick a lock, break down a door, call out information about. Components: V, S. Physical Description. Note that prior to 4th edition, magic missiles don't do that. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. Vision: The sense or ability of sight, or something seen, an object perceived visually. ”. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. Regarding the Hag's ability to cast magic missile, how many does she cast at a given time?One? I'm trying to determine what level of spellcaster a Night Hag should be treated to get an idea how many magic missiles she has on each casting. You send a dart of force streaking toward a creature that you can see. A Wand of Magic Missiles 5e is a magical item that shoots out up to five magical missiles that deals 1d4+1 force damage each. It’s only edged out of first place by the cinematically satisfying explosive arcane Fireball spell. To summarize, the attack roll is d20+ (DEX or STR)+Proficiency, and the damage roll is (original weapon damage dice or Martial Arts' monk weapon damage dice) + (DEX or STR). Learn more. This build make use of the versatile Delsere set, however this build is used for speed farming and will struggle for speed after GR100. Neither roll-to-hit nor saving throw, 100% chance to do its damage. That's topped by a single Greatsword attack by an 18 STR fighter (11 avg). Wand of Magic Missiles. The general rule is: If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. Any spell of 3rd level or lower on the target ends. There you have it; every official D&D 5e upcast-able spell published before 2021. You produce x number of missiles that each do 3. Magic missile, also referred to as battlestrike, was a spell that cast bolts of pure force from its caster's fingertips. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. Tenser's Disk is probably visible: In 4e art from the books, the disk is visible. . Extra Attack, Stunning Strike 6th. 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. (460 items) Traps. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by. Compare this to the ua twilight cleric, which does scale brokenly with magic missile, which has the wording "when you roll damage for a spell. Both the numbers of hit dice (15) and the "+45" from the CONSTITUTION bonus seem to indicate the Night Hag is. We would like to show you a description here but the site won’t allow us. " denotes that there is an attack roll as a requirement to proc the effect. You hurl a mote of fire at a creature or object within range. So magic missile is just the best, at low levels, against high-AC enemies. Now if younlook at something like scorching ray instead, both of those spells. On a hit, a missile deals 2d4 force damage to its. You create three glowing darts of magical force. Since there are so many different types of spells, and different ways of. The missile strikes unerringly, even if the target is in. A magic shop – as the name indicates – is supposed to feel magical, so the first thing you need to think about when running a magic shop is how to convey that the shop is extraordinary. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class. Magic missile is specifically called out as an example of a spell that you cannot Twin. The first sentence now ends as follows: “. . Magic Missile has some uses outside of battle. Artificer's Artilerist subclass can add 1d8 to one damage roll at level 5. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. That said, the separate 1d4 roll per missile is probably the most common 5e Houserule out there - often unintentionally, since all other repeat attacks (cantrips, mundane weapons, Scorching Ray etc) work differently. (Except at 5th and 6th level, where you'd have to be missing more than 25% of the time, and 9th and 10th level,. Now let's take a Magic Missile cast on spell level 3 (5 missiles) and distribute them on three targets 1, 1, 3. Sometimes it’s not about doing damage, sometimes it’s about sending a message. The specific rules around dispel magic allow for targeting of a spell effect when normally you don't (such as the. So if someone uses a spell that involves hitting you with a ranged weapon attack, you'll be able to deflect it. RAW Hex would trigger because Magic Missile uses a attack, even if it doesn't use a attack roll. Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard You create three glowing darts of magical force. ) You can modify the spell to instead roll 3d4+3 at first level, and then in the HIGHER LVL CAST DAMAGE section, set it to 1d4+1. Each dart does the same amount of damage. Wondrous Item, uncommon (requires attunement) These gloves seem to almost meld into your hands when you don them. Magic Missile, Improved. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. Generally, the distinction doesn't matter, but it means that features and items like Imbued Wood Focus technically adds the +1 to every bolt, rather than to just one bolt. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile spell from it. You can increases the spell slot level by one for each additional charge you expend. The darts hit simultaneously,. Uses D4's which are a pain in the ass to pick up and a pain in the foot to step on. Casting Time: Action. 5 and 4. Class: Magic-User. Wand of magic detection, 3 charges, uncommon, 1st-level spell = 891 gp. The darts all strike simultaneously, and you can direct them to hit one creature or several. Magic-Eating Mist. Sure, it always strikes its target. Melf's acid arrow is a dumb name. More details on the Scroll of Magic Missile can be found at Magic Missile Spell Details Detect Magic Aura. The general rule is: If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. We approached the tower and saw a group of 10 students led by. A dart deals 1d4 + 1 force damage to its target. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile from it. It requires vocal and somatic components and takes an action to cast. " If you can't see them, you can't use Magic Missile on them. The July 2010 update changed. Magic Missile targets a creature, and in your mind the illusion is a creature. While, the arcane Fireball spell is a sledgehammer, on the battlefield Magic Missile is the surgical strike. At first level, you might be rolling 3d4+3 damage for your magic missile spells, giving you a result of 6-15 points of damage. Pick the Druid Circle of Twilight, he can add (X/2)d10 on your damaging spell where X is your Druid level. 257) states that the missiles strike more than one target at the same time: The darts all strike simultaneously . hottaisk! Before the Spellplague and. Im not a 5e expert but can't casters always dismiss their own magic? I would assume you could "dismiss" the last missile if it wasn't needed - at least if I were dming. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!Per the Rug s description: Damage Transfer. OD&D prohibited spell casting during combat (i. It is a more resisted type of damage, but you can also take elemental adept fire to change that. Magic Missile is a unique spell in that it has no saving throw, no attack roll, and multiple projectiles all striking simultaneously. Make a ranged spell attack against the target. No, Magic Missile does not hit the target. 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of. The School of Evocation is all about getting to use those big dangerous spells like Fireball without having to worry about friendly fire. Magic Missile. For example, I usually describe magic missile as the enemy being hit with three (or more) bludgeoning attacks. That being said the best way to boost the damage is build around magic missile. However, eldritch blast does proc it because it has multiple. Yes, Magic Missile is akin to many Kobolds running up and giving you one whack each. Gain a bonus to one of the spell’s damage rolls. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. It's because of how the "simultaneous" clause in Magic Missile interacts with 5E's rules for rolling simultaneous damage for AoE spells. 5 and 4. We put together a few p. When cast it creates three darts of force that can hit a creature within 120 feet. 2. You can increase the spell slot level by one for each additional charge you expend. Here is how it works: Magic missile is peculiar in that you only roll damage once to determine the damage of each of the missiles. Ignoring Hexblade's Curse, a sixth level MM would deal 7x (1d4+1+int mod) assuming 20 int, that gives 68 average damage. Magic Missile is not an attack, since it hits automatically. A dart deals 1d4 + 1 force damage to its target. I'm working on a story that has a mix of futuristic tech and D&D style magic, so I was wondering about this interaction. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. 5 damage per missile, or 11 if all focused on the same target. JC has answered a tweet saying that you roll for each missile, but his answer isn't explicitly supported by the written rules. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. It can also be found in Golden Lock Boxes found in Dungeon and Stockade Crates which are fished up in the Dungeon. Since magic missile does not require an attack roll, its range is not doubled by Spell Sniper; but it will help with any other spell that requires an attack roll,. (PHB 196)" This is a rule most people wouldn't think to apply, but it makes total sense. Wand of Magic Missiles Sources: DMG. If seeing the target isn't required, the creature isn't entitled to any bonus from being. The scroll is completely useless for you. #2. If the roll is odd, you shrink that number of inches. The darts all strike simultaneously and you can direct them to hit one creature or several. The original description of Magic Missile led players to dispute whether casters needed to make a to-hit roll. 875 average damage per use. To elaborate a bit, ". Magic Missile – DnD 5eMy 5e group just finished playing through the 5e Starter Set. For 1 charge, you cast the 1st-level version of the spell. 5 damage as it has a 25% chance to miss its effectives are 7. All points seem to lead that "seeing" an object is having a direct visual on it. (PHB 194) Since magic missile never rolls, it is not an attack. Average 3. […] Magic Missile is a trusty standby, but it doesn’t have the staying power of other spells to compete at higher levels. Suddenly, we’re looking at a potential 7-10 per missile, which means 21, 24, 27, or 30 damage. Anyone can take Magic Initiate. Magic Missile is a spell that's available as of level 1, with a castingtime of 1 Action for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks' D & D-Spells. This spell requires a target to be a creature, so you can only target creatures with this spell. If you want something fancier than "immune to everything but magic missile", you could say: Regeneration. So the more missiles you through greatly increases the chance of breaking concentration. Magic Missile Master. Verbal Component (Alternative): Into the air, my missiles go; target my enemy, hit my foe. A dart deals 1d4 + 1 force damage to its target. Magic missile is multiple effects, each of which damage a single target. Suddenly that first level Magic missile gets a lot more powerful, dealing anywhere from 3-6 damage per missile, if you’re a Wizard with an Intelligence bonus of only +1, but more likely you’ve got at least a +4 by level 10, if not the max of +5. Magic Missile. For one minute, you regain five hit points at the start of each of your turns. TrizzlWizzl. In general, magic armor protects the wearer to a greater extent than nonmagical armor. Since each magic missile, or dart, is not an area of effect damage, each one does its own 1d4+1 damage. If the boss has elemental weaknesses, Chromatic Orb is probably the best single target damage spell. 5 damage auto-hit, while scorching ray is a 42 damage ranged touch. So the orb needs to hit at least 77% of the time to do as much damage as missile. Some magic items allow you to cast spells using them, even if you are normally unable to cast such spells, such as the Wand of Magic Missiles or the Helm of Telepathy. For example, the Ranger spell Lightning Arrow. Magic Missile 5e. For example, a 9th level magic missile deals (1d4+1) times 11 damage, an average of 3. You get three missiles that deal 1d4+1 damage that hit up to three creatures. Range: 120 feet. It offers significant appeal in the ability to focus fire on one target if desired. Magic missile, also referred to as battlestrike, was a spell that cast bolts of pure force from its caster's fingertips. Yes, magic missiles automatically hit. The only way that rule would apply is if each dart hit multiple targets. The rules of D&D 5e don't cover Magic Missile very well, so whether each missile counts as a separate source of damage is at best unclear. So by default the spell rolls 1d4+1. Re: Help me build Captain Magic Missile, please. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. Each dart hits a creature of your choice that you can see within range. While this is totally a useful option in its repertoire, this guide will show that the biggest power still lies in the Wizard chassis, as well as the improved blasting capabilities, with spells like fireball. It's not 1d4+1 per missile. Add Hexblade's Curse and you get 100 average, assuming levels 11-12, 108 for 13-16 and 116 for 17-20. Both the numbers of hit dice (15) and the "+45" from the CONSTITUTION bonus seem to indicate the Night Hag is. Yes, in Fifth Edition magic missiles hit their target(s) unerringly. Sep 25, 2014. ORGloves of Missile Snaring. Meaning you have a minimum of 2-5 damage per target if you. Almost all mechanics in 5e dont care what the base level of the spell is, they only care at which level you cast it at. Balancewise it is no different from Scorching Ray. Detect magic and dispel magic go hand-in-hand when it comes to dungeon delving. JC has answered a tweet saying that you roll for each missile, but his answer isn't explicitly supported by the written rules. Legend. If the ⚒ Use / Attack button is. Shield 5e Spell Description. #2. From Player's Handbook, page 257. It says the magic word for the Shield spell. As far as an actual increase to all targets of the spell, an Imbued Wood Focus (an Eberron item) has varieties that add +1 damage to one damage roll of a spell per turn. At Higher Levels: When you cast this spell using a spell slot of 2nd. Discussion ensued. Magic missile does increase darts, but it does so for each SPELL level above 1st, not character level. A typical spell requires you to pick one or more targets to be affected by the spell's magic. Generally, the distinction doesn't matter, but it means that features and items like Imbued Wood Focus technically adds the +1 to every bolt, rather than to just one bolt. It strikes a target automatically, with multiple missiles launched at higher levels. e. A Wand of Magic Missiles is one of the most valuable wands in D&D. If the roll is even, you grow that number of inches. The wand regains 1d6 + 1 expended charges. This shield is cursed. If the chicken takes damage from the magic missile spell, this trait doesn't function at the start of the chicken's next turn. This simple, effected damage tool gives you exactly what you ask for when cast. 125. Share. . The spell's ability to cause automatic damage makes it one of the most-used spells. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell. 54. For 1 charge, you cast the 1st-level version of the spell. You learn two cantrips of. (4873 items) Environments. A spell that can quickly take the place of Magic Missile as a wizard’s go-to, Scorching Ray is a powerful attack spell that can deal damage to multiple targets. Magic Missile deals a consistent average of 10. There is a reason Magic Missile is one of the most iconic D&D spells ever conceived. Range: 150'. This is because of the rules of Damage Rolls:. Each dart hits a creature of your choice that you can see within range. The caster may conjure an additional two missiles for every 5 levels they have (so, three missiles at 6th level, five. And Magic Missile consists of many separate attacks. You could easily justify dropping it as early as level 5 when your cantrips power up and level three spells kick in.