Spellbook of magic missile
|spellbook of |
+ magic missile
|Base price||200 zm|
|Turns to read||2|
|Ink to write||10–19|
|Power cost||10 Pw|
|Equivalent||wand of magic missile|
The magic missile ray does ((xplev/2)+1)d6 damage, so higher-level spellcasters can deal significant damage with this spell. A level 30 character deals 16d6 damage with magic missile, averaging 56 damage per hit. This spell's damage is doubled for Knights by carrying the Magic Mirror of Merlin.
For low-level Wizards, the force bolt spell they start with is usually a better attacking method than magic missile, as force bolt costs 5 Pw and does 2d12 damage. Magic missile does slightly more damage at experience level 6 (doubled if hitting twice), but costs 10 Pw points. Advanced Wizards armed with the Eye of the Aethiopica can rely on magic missile as their primary attack; as their special spell, wizards also get a bonus toward their success rate with magic missile. Often a wizard can wear metal armor and still get an acceptably low failure rate with magic missile.
As with most ray-based spells and wands, this spell can be used to kill enemies behind boulders without breaking the boulder, making it invaluable in Sokoban. The ray can also be rebounded using walls to hit targets repeatedly.
The canonical D&D spell of Magic Missile was a stereotypically puny level one wizard spell that quickly became a staple of the wizard class, as it was effectively a homing attack with each bullet doing its own damage roll, which can easily rack up significant damage short of the target having magic resistance. In NetHack, the spell of magic missile retains this scaling ability, though they can miss the target.