Magic Missile

Make a spell card:
NameMagic Missile
SchoolEvocation [Force]
LevelSor/Wiz 1
ComponentsV, S
Casting Time1 standard action
Recharge TimeGeneral
RangeMedium (100 ft. + 10 ft./level)
TargetsUp to five creatures, no two of which can be more than 15 ft. apart
DurationInstantaneous
Saving ThrowNone
Spell ResistanceYes
VersionPRPG-O
SourcesPathfinder RPG (Open)
Short Description

1d4+1 damage; +1 missile per two levels above 1st (max 5).

Living Greyhawk

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, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. 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.

IMarvinTPA's editor notes:

3875

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.