Level: Magic 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Saving Throw: None
Spell Resistance: Yes
Spell Points: 1
When all else fails, Magic Missile delivers.
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.
Augment: This spell can be augmented in one or both of the following ways:
For every additional spell point you spend, you gain an additional missile. You may spend no more than five additional spell points in this way - further augmentation requires use of the second augment.
For every 2 additional spell points you spend, you gain an additional missile.
If you shoot multiple missiles, you can have them strike a single creature or several creatures, no two of which can be more than 15’ apart. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.