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See also KiAttacks, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile. Contrast InvisibleMeansUndodgeable and HitScan.

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See also KiAttacks, KiManipulation, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile. Contrast InvisibleMeansUndodgeable and HitScan.
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This trope is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.

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This trope is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and [[CollateralDamage strikes something less fortunate.fortunate]]. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.
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* Subverted in ''TabletopGame/{{Eon}}''. With the way Mundana's FunctionalMagic works, all of reality is actaully made up of a mesh of magical fields and filaments, and a mage is someone who has, through studying the science behind this mesh, learned how to weave its filaments to suit the mage's purposes. What this means in practice is that though that thing hurling towards you may ''look'' like a fireball, it's actually the mesh of reality between the spell caster and you being woven into pyrotopic filaments. Ergo, it's not a fireball at all, it's ''a fuse'' counting down the moments until the part of reality's mesh that ''you'' occupy turns into fire. Though there are methods of defending oneself against magic, any attempts at dodging, ducking behind covers or trying to block a "fireball" with a regular shield are explicitly ''not'' going to work.

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* Subverted in ''TabletopGame/{{Eon}}''. With the way Mundana's FunctionalMagic works, all of reality is actaully made up of a mesh of magical fields and filaments, and a mage is someone who has, through studying the science behind this mesh, learned how to weave its filaments to suit the mage's purposes. What this means in practice is that though that thing hurling towards you may ''look'' like a fireball, it's actually the mesh of reality between the spell caster and you being woven into pyrotopic [[{{Whatevermancy}} pyrotropic]] filaments. Ergo, it's not a fireball at all, it's ''a fuse'' counting down the moments until the part of reality's mesh that ''you'' occupy turns into fire. Though there are methods of defending oneself against magic, any attempts at simply dodging, ducking behind covers or trying to block a "fireball" with a regular shield are explicitly ''not'' going to work.

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* Subverted in ''TabletopGame/{{Eon}}''. With the way Mundana's FunctionalMagic works, all of reality is actaully made up of a mesh of magical fields and filaments, and a mage is someone who has, through studying the science behind this mesh, learned how to weave its filaments to suit the mage's purposes. What this means in practice is that though that thing hurling towards you may ''look'' like a fireball, it's actually the mesh of reality between the spell caster and you being woven into pyrotopic filaments. Ergo, it's not a fireball at all, it's ''a fuse'' counting down the moments until the part of reality's mesh that ''you'' occupy turns into fire. Though there are methods of defending oneself against magic, any attempts at dodging, ducking behind covers or trying to block a "fireball" with a regular shield are explicitly ''not'' going to work.
* From ''TabletopGame/{{Exalted}}'', the Dragonbloods have Elemental Bolt Attack. It's fairly basic, but [[AllYourPowersCombined when used in a group]], it gets proportionally more effective.
* The Huckster in ''TabletopGame/{{Deadlands}}'' has Soul Blast as the go-to attack. Its damage is determined by how strong a poker hand you draw; draw a DeadMansHand and [[OneHitKill the target dies instantly]].



* By default, spells in ''TabletopGame/MageTheAwakening'' affect the target's [[{{Magibabble}} Pattern]], which means that as long as the target is within range (which could be anything from "touch" to "anywhere in the world"), it's going to be affected. However, mages always have the option of turning harmful spells into semi-physical projectiles. This can ignore the target's magic resistance, but obviously gives it a chance to avoid the spell if it's quick enough or has cover.



* By default, spells in ''TabletopGame/MageTheAwakening'' affect the target's [[{{Magibabble}} Pattern]], which means that as long as the target is within range (which could be anything from "touch" to "anywhere in the world"), it's going to be affected. However, mages always have the option of turning harmful spells into semi-physical projectiles. This can ignore the target's magic resistance, but obviously gives it a chance to avoid the spell if it's quick enough or has cover.
* The Huckster in ''TabletopGame/{{Deadlands}}'' has Soul Blast as the go-to attack. Its damage is determined by how strong a poker hand you draw; draw a DeadMansHand and [[OneHitKill the target dies instantly]].
* From ''TabletopGame/{{Exalted}}'', the Dragonbloods have Elemental Bolt Attack. It's fairly basic, but [[AllYourPowersCombined when used in a group]], it gets proportionally more effective.



* VideoGame/{{Touhou}}: The [[BulletHell danmaku]] in Gensokyo is largely composed of "nonlethal" magic missiles (nonlethal in the sense that they weren't originally designed to kill people). A few exceptions exist, like Reimu's yin-yang orbs, ofuda, and talismans, as well as Sakuya's and Yumeko's ''knives'' (although Yumeko's are said to be ''SWORDS''.)

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* VideoGame/{{Touhou}}: ''VideoGame/{{Touhou}}'': The [[BulletHell danmaku]] in Gensokyo is largely composed of "nonlethal" magic missiles (nonlethal in the sense that they weren't originally designed to kill people). A few exceptions exist, like Reimu's yin-yang orbs, ofuda, and talismans, as well as Sakuya's and Yumeko's ''knives'' (although Yumeko's are said to be ''SWORDS''.)
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** Rin's rival Luvia show's off a variant in the spin-off ''LightNovel/LordElMelloiIICaseFiles'', firing multi-coloured bursts of projectiles that is more akin to a [[MoreDakka machine gun]].
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** ''VideoGame/FinalFantasyType0'' takes the idea of "Magic Missiles" literally in how offensive magic functions, both in gameplay and lore. Outside of character-unique abilities that are also magical in nature, attack spells are divided not only into different elements of FireIceAndLightning, but also the manner in which they are cast: RF spells fire a single projectile like a rifle, SHG fires over a wide range like a shotgun, ROK fires a powerful explosive projectile like a rocket launcher, MIS fires a guided projectile akin to a homing missile, and BOM creates an explosion around the caster like a bomb.

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** ''VideoGame/FinalFantasyType0'' takes the idea of "Magic Missiles" literally in how offensive magic functions, both in gameplay and lore. Outside of character-unique abilities that are also magical in nature, attack spells are divided not only into different elements of FireIceAndLightning, FireIceLightning, but also the manner in which they are cast: RF spells fire a single projectile like a rifle, SHG fires over a wide range like a shotgun, ROK fires a powerful explosive projectile like a rocket launcher, MIS fires a guided projectile akin to a homing missile, and BOM creates an explosion around the caster like a bomb.
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** ''VideoGame/FinalFantasyType0'' takes the idea of "Magic Missiles" literally in how offensive magic functions, both in gameplay and lore. Outside of character-unique abilities that are also magical in nature, attack spells are divided not only into different elements of FireIceAndLightning, but also the manner in which they are cast: RF spells fire a single projectile like a rifle, SHG fires over a wide range like a shotgun, ROK fires a powerful explosive projectile like a rocket launcher, MIS fires a guided projectile akin to a homing missile, and BOM creates an explosion around the caster like a bomb.

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** Formerly named after the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits.
*** 4th edition Magic Missiles were handled more like regular ranged attacks, with a chance to simply ''miss'' the target. (Note that if the target successfully dodges it, the spell will not continue to fly onwards and strike something else). They eventually errata'd it back more toward its original incarnation. And 5th edition made them almost identical to the 3E version.
** Any spell that follows a "ray" or "line of effect" will fly out and hit the first thing it comes into contact with (target or otherwise). Characters from the ''TabletopGame/ForgottenRealms'' setting frequently call wizards "spell''hurlers''" for a reason.

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** Formerly named after the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits. \n*** 4th edition Magic Missiles were handled more like regular ranged attacks, with a chance to simply ''miss'' the target. (Note that if the target successfully dodges it, the spell will not continue to fly onwards and strike something else). They eventually errata'd it back more toward its original incarnation. And 5th edition made them almost identical to the 3E version.
** Any spell that follows a "ray" or "line of effect" will fly out and hit the first thing it comes into contact with (target or otherwise). Characters from the ''TabletopGame/ForgottenRealms'' setting frequently call wizards "spell''hurlers''" for a reason. While ray spells (and other "ranged touch attacks", as called in 3rd edition) can miss (although armors are useless against them), unlike "targeted" spells they have the advantage that you don't necessarily need to ''see'' the cible -- you can fire them in darkness, through smoke, or at an invisible target, as long as you have an idea where the opponent is, and still have a chance to hit.
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* ''MahouSenseiNegima'' There is also the Exarmatio type spells, a magical attack for [[BlastingItOutOfTheirHands disarming]] and [[ClothingDamage disrobing]] a target that, as shown by Yue during the contest in the Ariadne WizardingSchool, can be deflected or focused into a tight, piercing beam.

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* ''MahouSenseiNegima'' ''Manga/MahouSenseiNegima'' There is also the Exarmatio type spells, a magical attack for [[BlastingItOutOfTheirHands disarming]] and [[ClothingDamage disrobing]] a target that, as shown by Yue during the contest in the Ariadne WizardingSchool, can be deflected or focused into a tight, piercing beam.
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Has nothing to do with familiarity with in-universe fiction.


If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- creating a MagicMissileStorm.

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If a spellcaster [[GenreSavvy knows]] knows that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- creating a MagicMissileStorm.
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Elder Scrolls cleanup


* Any spell in the later ''[[Franchise/TheElderScrolls Elder Scrolls]]'' games that doesn't target the caster acts this way. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had some touch-ranged spells but even then it still counts as a variation since it wouldn't work if you weren't close enough or facing the wrong direction.

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* ''Franchise/TheElderScrolls'' series has these throughout. Any spell in the later ''[[Franchise/TheElderScrolls Elder Scrolls]]'' games that which doesn't target the caster ("On Self") acts in this way. The primary exception are the "On Touch" spells in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had some touch-ranged spells Morrowind]]'', but even then it still counts these count as a variation since it wouldn't they won't work if you weren't aren't close enough or and aren't facing the wrong right direction.
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See also KiAttacks, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile.

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See also KiAttacks, which are less explicitly magical (and popular among martial artists). May overlap with PainfullySlowProjectile.
PainfullySlowProjectile. Contrast InvisibleMeansUndodgeable and HitScan.
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* Xavier's spells in ''EternalChampions'' are projectiles that can be dodged.

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* Xavier's spells in ''EternalChampions'' ''VideoGame/EternalChampions'' are projectiles that can be dodged.
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This trope, is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.

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This trope, trope is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or a bystander [[TakingTheBullet takes the spell in their place]]), and so on.
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* ''VideoGame/GuildWars'' and ''VideoGame/GuildWars2'' requires line of sight for projectile spells to cause damage. The latter allows you to dodge out of the way to avoid it.
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* SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.

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* SCPFoundation: Wiki/SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.
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* While it's not exclusively magic, the power system of ''MutantsAndMasterminds'' distinguishes between three ranges (four really, but the fourth is not germane to the topic). Touch is melee range, must be within adjacent squares, possibly further for a longer reach. Ranged has a maximum range and range increment penalties. Perception hits anything you can see. The first two require attack rolls. The last auto-hits. Most attacks are done as Ranged because it's cheaper, it fits in with comic book conventions where you can dodge just about anything, and mechanically it can have higher damage.

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* While it's not exclusively magic, the power system of ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' distinguishes between three ranges (four really, but the fourth is not germane to the topic). Touch is melee range, must be within adjacent squares, possibly further for a longer reach. Ranged has a maximum range and range increment penalties. Perception hits anything you can see. The first two require attack rolls. The last auto-hits. Most attacks are done as Ranged because it's cheaper, it fits in with comic book conventions where you can dodge just about anything, and mechanically it can have higher damage.
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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly they find a target. In some stories, the WickedWitch can simply invoke a spell's name (or point her finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (There may be other rules involved -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But that's not what this trope is about.)

With this trope, magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or so on.

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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly they find a target. In some stories, the WickedWitch can may simply be able invoke a spell's name (or point her finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (There may be other rules involved -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But that's not what this trope is about.)

With this This trope, is when magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's mage's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or and so on.



If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.

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If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.
creating a MagicMissileStorm.
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* SCPFoundation: SCP-219 was taught rudimentary (read:fake) spellcasting to mentally limit her RealityWarper abilities. Unfortunately, this also makes her believe she's the strongest witch ever. Then she casts magic missile. The blast could be seen from a helicopter.
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** Formerly named for for the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits.

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** Formerly named for for after the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits.
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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly it finds a target. In some stories, that WickedWitch can simply invoke a spell's name (or point a finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (Yes, there may be other rules -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But moving on.)

In other settings, magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or so on.

Of course, the most popular side effect of these magical projectiles is that a person may be able to deflect the spell itself (often with a simple {{mirror|sReflectEverything}}) and/or send it [[HoistByHisOwnPetard right back to the caster]] -- the magical analogue of a MisguidedMissile.

Note that if a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.

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One of the many ways FunctionalMagic varies between settings is what range spells can be cast from, or how exactly it finds they find a target. In some stories, that the WickedWitch can simply invoke a spell's name (or point a her finger) and -- poof! -- somebody's been [[BalefulPolymorph turned into]] a [[BewitchedAmphibians frog]]. (Yes, there (There may be other rules involved -- maybe she needs [[NoEyeInMagic direct eye contact]], or to be within easy speaking distance for it to work. But moving on.that's not what this trope is about.)

In other settings, With this trope, magical spells are treated a lot like modern bullets or projectiles ([[TabletopGame/DungeonsAndDragons "magic missiles"]], if you will): A physical manifestation of (possibly [[PowerGlows glowing]]) magical energy is launched through the air and flies towards its target, and only by physically hitting someone (or something) does its effect take hold on them. As a direct result, it may be possible to evade the spell by simply leaping out of harm's way (or, alternately, if the witch's aim was a bit off) while the magical energy continues onwards and strikes something less fortunate. Many other tropes associated with physical projectiles also start to apply, too: The would-be victim can [[ConcealmentEqualsCover dive for cover]] behind an obstruction, block it with a BulletproofHumanShield (or inversely, a bystander [[TakingTheBullet takes the spell in their place]]), or so on.

Of course, the most popular side effect of these magical projectiles this is that a person may be able to deflect the spell itself (often with a simple {{mirror|sReflectEverything}}) and/or send it [[HoistByHisOwnPetard right back to the caster]] -- the like a magical analogue of a the MisguidedMissile.

Note that if If a spellcaster [[GenreSavvy knows]] that their spell can be potentially dodged, they may opt to launch [[MoreDakka a whole flurry of them at once]] to compensate -- see MagicMissileStorm for those cases.
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* ''{{VideoGame/Dota 2}}'', ''{{VideoGame/LeagueOfLegends}}'', ''{{VideoGame/Smite}}'' and similar MOBA games term these abilities "skillshots". Most, such as Pudge's hook are linear. Some, such as Diana's crescent strike have unorthodox patterns. Most can travel through walls.
** In LeagueOfLegends, "targeted" spells can also fire a projectile. While the player simply has to click on their target, the PlayerCharacter will fire a magical bolt/[[BadassNormal throw a spear]] which will fly towards the target and [[AlwaysAccurateAttack never miss]]. There's an important distinction here: skillshots can be dodged, targeted abilities will always home on you even if you use Flash or a dash ability to escape. Of course, abilities like Zhonya's Hourglass or an InvulnerableAttack can prevent targeted projectiles from having an effect.

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* ''{{VideoGame/Dota 2}}'', ''{{VideoGame/LeagueOfLegends}}'', ''VideoGame/LeagueOfLegends'', ''{{VideoGame/Smite}}'' and similar MOBA games term these abilities "skillshots". Most, such as Pudge's hook are linear. Some, such as Diana's crescent strike have unorthodox patterns. Most can travel through walls.
** In LeagueOfLegends, ''VideoGame/LeagueOfLegends'', "targeted" spells can also fire a projectile. While the player simply has to click on their target, the PlayerCharacter will fire a magical bolt/[[BadassNormal throw a spear]] which will fly towards the target and [[AlwaysAccurateAttack never miss]]. There's an important distinction here: skillshots can be dodged, targeted abilities will always home on you even if you use Flash or a dash ability to escape. Of course, abilities like Zhonya's Hourglass or an InvulnerableAttack can prevent targeted projectiles from having an effect.

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\"More than once\" is irrelevant.


* This applies to at least some unicorn magic in ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', with the projectile naturally shot from their horns. The most obvious example is in the episode "Too Many Pinkie Pies", where Twilight Sparkle is trying to turn an apple into an orange and more than once, when she's interrupted by Pinkie Pie, the magic blast hits a different target and affects it instead.

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* This applies to at least some unicorn magic in ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', with the projectile naturally shot from their horns. The most obvious example is in the episode "Too Many Pinkie Pies", where Twilight Sparkle is trying to turn an apple into an orange and more than once, and, when she's interrupted by Pinkie Pie, the magic blast hits a different target and affects it instead.
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* This applies to at least some unicorn magic in ''WesternAnimationMyLttlePonyFriendshipIsMagic'', with the projectile naturally shot from their horns. The most obvious example is in the episode "Too Many Pinkie Pies", where Twilight Sparkle is trying to turn an apple into an orange and more than once, when she's interrupted by Pinkie Pie, the magic blast hits a different target and affects it instead.

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* This applies to at least some unicorn magic in ''WesternAnimationMyLttlePonyFriendshipIsMagic'', ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', with the projectile naturally shot from their horns. The most obvious example is in the episode "Too Many Pinkie Pies", where Twilight Sparkle is trying to turn an apple into an orange and more than once, when she's interrupted by Pinkie Pie, the magic blast hits a different target and affects it instead.
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* This applies to at least some unicorn magic in ''WesternAnimationMyLttlePonyFriendshipIsMagic'', with the projectile naturally shot from their horns. The most obvious example is in the episode "Too Many Pinkie Pies", where Twilight Sparkle is trying to turn an apple into an orange and more than once, when she's interrupted by Pinkie Pie, the magic blast hits a different target and affects it instead.
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* [[SuperMarioBros Magikoopas]] tend to throw around magical geometric figures at Mario. In ''VideoGame/SuperMarioWorld'', if they miss you, they might hit a block instead, turning it into an enemy or a coin. In fact, getting these shots to hit blocks is integral to your progress in some places.
** Also in SuperMarioBros, the wands used by the Koopalings in Super Mario Bros 3 and New Super Mario Bros Wii (apparently at least for the latter). The Magic Wand type item in the original VideoGame/TheLegendOfZelda game too.

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* [[SuperMarioBros [[Franchise/SuperMarioBros Magikoopas]] tend to throw around magical geometric figures at Mario. In ''VideoGame/SuperMarioWorld'', if they miss you, they might hit a block instead, turning it into an enemy or a coin. In fact, getting these shots to hit blocks is integral to your progress in some places.
** Also in SuperMarioBros, Franchise/SuperMarioBros, the wands used by the Koopalings in Super Mario Bros 3 and New Super Mario Bros Wii (apparently at least for the latter). The Magic Wand type item in the original VideoGame/TheLegendOfZelda game too.

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** Formerly named for for the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits. And eventually, the 4E Magic Missiles were errata'd to a low-damage autohit.

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** Formerly named for for the "Magic Missile" spell, wherein a magical force of energy darts out from the user and subsequently strikes the target. Note that prior to 4th edition, Magic Missiles don't do that much damage compared to other attack spells, but they are [[AlwaysAccurateAttack guaranteed to hit the target]] ([[NoSavingThrow no exceptions]]), even if the magic missile has to pass through solid obstructions to actually reach it. And while it can't be dodged, there are still special circumstances (like a Shield spell, or Spell Resistance) that can negate its effect after it hits. And eventually, the 4E
*** 4th edition
Magic Missiles were handled more like regular ranged attacks, with a chance to simply ''miss'' the target. (Note that if the target successfully dodges it, the spell will not continue to fly onwards and strike something else). They eventually errata'd it back more toward its original incarnation. And 5th edition made them almost identical to a low-damage autohit.the 3E version.



** 4th edition Magic Missiles were handled more like regular ranged attacks, with a chance to simply ''miss'' the target. (Note that if the target successfully dodges it, the spell will not continue to fly onwards and strike something else). They eventually errata'd it back more toward its original incarnation.

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** 4th edition Magic Missiles were handled more like regular ranged attacks, with a chance The Warlock class's Eldritch Blast ability is similar to simply ''miss'' the target. (Note a ray effect spell. Except that if the target successfully dodges it, the spell will not continue to fly onwards and strike something else). They eventually errata'd it back more toward its original incarnation.can be used at will.
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** However, they are in large part shown as classic, very dodgeable magic missiles in both ''VideoGame/{{Dissidia|Final Fantasy}}'' and the KingdomHearts series. There are some spells that spawn directly over the target, like Bind, but even they can be dodged with sufficient reflexes.

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** However, they are in large part shown as classic, very dodgeable magic missiles in both ''VideoGame/{{Dissidia|Final Fantasy}}'' and the KingdomHearts ''Franchise/KingdomHearts'' series. There are some spells that spawn directly over the target, like Bind, but even they can be dodged with sufficient reflexes.
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It can be dodged, that\'s the point.


* Most spells in ''Literature/HarryPotter'' work like this. Even ''[[OneHitKill Avada Kedavra]]'', the most feared spell in the Wizarding World, a Killing Curse that cannot be dodged and bypasses all magical defenses, is still useless if the victim takes cover in time or uses telekinesis to get a solid object into the way.

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* Most spells in ''Literature/HarryPotter'' work like this. Even ''[[OneHitKill Avada Kedavra]]'', the most feared spell in the Wizarding World, a Killing Curse that cannot be dodged resisted and bypasses all magical defenses, is still useless if the victim takes cover in time or uses telekinesis to get a solid object into the way.
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* ''VideoGame/WarcraftIII'': Single-target missile spells such as Death Coil and Storm Bolt will move towards the target and always hit.
* ''VideoGame/BowMaster'': Spells are triggered at the arrow's point of impact, which can be extremely annoying if a flying enemy happens to get in the way, resulting in a masive meteor or comet hitting the ground ahead of the enemy mob.

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