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Magic Missile

I am trying to create a magic missile token action.  I want the player to be able to cast the spell and have all darts (currently three) individually calculated for damage, but only the appropriate spell level (currently 1) adjusted on the character sheet. I have the following code @{Eladia|wtype}&{template:atkdmg} {{mod=-}} {{rname=Magic Missile}} {{r1=[[0d20cs>20]]}} {{r2=[[0d20cs>20]]}} 0 {{range=120 feet}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d4+1]]}} {{dmg1type=Force}} 0 {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d4+1[CRIT]]]}} {{crit2=[[0[CRIT]]]}} 0 {{desc=}}   {{spelllevel=}} {{innate=}} {{globalattack=@{Eladia|global_attack_mod}}} {{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}} {{globaldamagetype=@{Eladia|global_damage_mod_type}}} ammo= @{Eladia|charname_output} @{Eladia|wtype}&{template:atkdmg} {{mod=-}} {{rname=Magic Missile}} {{r1=[[0d20cs>20]]}} {{r2=[[0d20cs>20]]}} 0 {{range=120 feet}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d4+1]]}} {{dmg1type=Force}} 0 {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d4+1[CRIT]]]}} {{crit2=[[0[CRIT]]]}} 0 {{desc=}}   {{spelllevel=}} {{innate=}} {{globalattack=@{Eladia|global_attack_mod}}} {{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}} {{globaldamagetype=@{Eladia|global_damage_mod_type}}} ammo= @{Eladia|charname_output} @{Eladia|wtype}&{template:atkdmg} {{mod=-}} {{rname=Magic Missile}} {{r1=[[0d20cs>20]]}} {{r2=[[0d20cs>20]]}} 0 {{range=120 feet}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d4+1]]}} {{dmg1type=Force}} 0 {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d4+1[CRIT]]]}} {{crit2=[[0[CRIT]]]}} 0 {{desc=}}   {{spelllevel=1}} {{innate=}} {{globalattack=@{Eladia|global_attack_mod}}} {{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}} {{globaldamagetype=@{Eladia|global_damage_mod_type}}} ammo= @{Eladia|charname_output} I am sure there is a better way to write this.  Any suggestions?
<a href="https://roll20.zendesk.com/hc/en-us/articles/360037773573-D-D-5E-by-Roll20#id-5thEditionOGLbyRoll20-MagicMissileSpell" rel="nofollow">https://roll20.zendesk.com/hc/en-us/articles/360037773573-D-D-5E-by-Roll20#id-5thEditionOGLbyRoll20-MagicMissileSpell</a>
1594167154

Edited 1594167432
Oosh
Sheet Author
API Scripter
If you prefer the roll-per-missle approach, I use the npcaction template for these kinds of things, as it's much more compact and chatbar-friendly. Unfortunately I have no idea if this works with the spell slot tracker in the Companion API, but you can try. There's no {{spelllevel}} field to output to in this template, but the API might still pick it up? Not sure: &amp;{template:npcaction}{{rname=Magic Missile}} {{spelllevel=?{Cast at what level?| 1,1&amp;#125;&amp;#125; [[ [[1d4+1]] + [[1d4+1]] + [[1d4+1]] ]] {{description=Cast at level 1 Missile 1: $[[0]] Missile 2: $[[1]] Missile 3: $[[2]] Total Damage: $[[3]]| 2,2&amp;#125;&amp;#125; [[ [[1d4+1]] + [[1d4+1]] + [[1d4+1]] + [[1d4+1]] ]] {{description=Cast at level 2 Missile 1: $[[0]] Missile 2: $[[1]] Missile 3: $[[2]] Missile 4: $[[3]] Total Damage: $[[4]]}}} .... and so on all the way down to level 9. As Kilter linked, Crawford's ruling is that you only roll damage once, and multiply by the number of missiles. This is obviously a much simpler calculation as per the text in that link.
I can't take credit for this macro, but I found it somewhere on this site. It will allow you to roll publicly or as a whisper, select the level, and calculate the damage. I haven't actually used it, just squirreled it away for future reference. It might be useful to look at. ?{Whisper?|Public Roll,|Whisper Roll,/w gm } &amp;{template:default} {{level=evocation 1}} {{name=Magic Missile}} {{castingtime=1 action}} {{range=120 ft.}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d4+1]] [[1d4+1]] ?{Cast at what level?|Level 1,[[1d4+1]]|Level 2,[[1d4+1]] [[1d4+1]]|Level 3,[[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 4,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 5,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 6,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 7,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 8,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|Level 9,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]} }} {{v=1}} {{s=1}} {{description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{at higher levels=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.}} {{ritual=0}} {{concentration=0}} Good luck! M
I disagree with Crawford's interpretation of that rule.&nbsp; If the spell affect is due to a single event then he would be correct.&nbsp; However, a spell like Magic Missile has separate events.&nbsp; Each dart should be rolled individually.&nbsp; This would be more accurate as each dart can be sent to separate targets.&nbsp; The example of a fireball used by the PHB describes the impact of the spell's explosion.&nbsp; Its overall damage is spread equally through out the area of affect.
Nick Olivo wrote a really good solution for this on one of his you tube videos.&nbsp;&nbsp;
rcbricker said: I am trying to create a magic missile token action.&nbsp; I want the player to be able to cast the spell and have all darts (currently three) individually calculated for damage, but only the appropriate spell level (currently 1) adjusted on the character sheet. ... Any suggestions? i'm new to roll20, but my suggestion for what it's worth is to edit the spell on the character sheet and change the output of the spell from attack to spellcard and replace any instance of a reference to a dice roll with an actual line roll [[1d4+1]] in the text. add the additional darts in the higher levels section. it could be done with any spell - this sort of thing
check out Nick Olivo's video.&nbsp; It is really good and the solution that I was looking for