Takin' a Stab at Spells...

Since you asked for criticism...

Too wordy/long, IMO. We already know that "caster level" won't be a thing for spells, and its been strongly suggested that you can prepare spells at different levels for different levels of effect. The last paragraph is totally unnecessary. I know this is following the trend (at least until 4e), but look at how much space that took up for one of the simplest spells in the game! I want the PHB to cover as much ground as possible, not be one third spell descriptions by pagecount (as 3.5e's was.) I'm not a big fan of having 100+ pages of the output from "SELECT * FROM SPELLS". B-)

All that information might be there, but I, for one, am over the idea that game information should come in blocks wherever possible. (Wherever needed, sure.) I don't think it actually helps newcomers or casual players. I think brief, concise, plain, mildly type-worded language is easier/quicker. Take, for example, the (evocation) line. How often do we need to know that, and for what purposes? Would it be better to have a list of Evocation Spells, in a module about schools of magic?
I agree with you on all counts. Magic missile is one of the simplest spells in the game, and it stands to reason that its writeup ought to be also one of the simplest.
In other words, change this:
Magic Missile
(Evocation)
Effect: 1 bolt per 2 caster levels of arcane energy that magically always strikes its target (no "to hit/attack" roll necessary).
Damage: d4 +1 per level, per bolt
Range: 10' +10'/level
Duration: Instantaneous or see below.

This spell generates a dart or shard of arcane energy (any hue the player desires). The bolt fires unerringly at the caster's chosen target(s) dealing magical energy damage. Once cast, the Magic Missile(s) may be "held" or kept by the caster up to 1 round per caster level after which they must be fired or the magic dismissed.

As the caster increases in level, the number of mystic bolts able to be fired increases at a rate of 1 every other level of the caster (2 missiles @ 3rd level, 3 @ 5th, etc.). Multiple missiles may be directed to different targets as long as each target is within the mage's line of sight. The mage may opt to combine multiple missiles into a single blast, damage combining as normal. i.e. 3 Magic Missiles combined in a single bolt would do 3d4 +3 of energy damage.

It should be noted a Shield or Mage Armor spell will block the Magic Missile and, in turn, possibly negate the defensive spell as well (depending on the amount of damage delivered to the Shield or Mage Armor).

To this:
Magic Missile(1)
Evocation - Force(2)
Preparation: Sorcerer 1/Wizard 1; 3 per slot(3)
Casting: 1 standard action; V, S(4)
Range: One target within 20 ft and LoS.(5)
Effect: A bolt of force that always hits (no attack roll is necessary) deals 2d4 slashing, piercing, or bludgeoning damage to the target.(6)
Augment: You may augment this spell by placing it in a slot of higher level. For each level added, choose one:(7)
- One extra bolt that can hit the same or another target.
- Plus 20 ft. to range.
- Plus +4 damage to each missile.
(1): name
(2): school and descriptors
(3): classes that can access the spells and at what level, followed by how many times you can cast the spell from a single slot
(4): casting time and components
(5): target or targets, and range of effect. LoS means line of sight
(6): what the spell does
(7): what can the spell do if cast from a higher slot
 
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To this:

Magic Missile(1)
Evocation - Force(2)
Preparation: Sorcerer 1/Wizard 1; 3 per slot(3)
Casting: 1 standard action; V, S(4)
Range: One target within 20 ft and LoS.(5)
Effect: A bolt of force that always hits (no attack roll is necessary) deals 2d4 slashing, piercing, or bludgeoning damage to the target.(6)
Augment: You may augment this spell by placing it in a slot of higher level. For each level added, choose one:(7)
- One extra bolt that can hit the same or another target.
- Plus 20 ft. to range.
- Plus +4 damage to each missile.

(1): name
(2): school and descriptors
(3): classes that can access the spells and at what level, followed by how many times you can cast the spell from a single slot
(4): casting time and components
(5): target or targets, and range of effect. LoS means line of sight
(6): what the spell does
(7): what can the spell do if cast from a higher slot

Really?!?

This is the kind of information I expect to see on summary cards , not the full blown description in the book. Heck, its not even ENOUGH for a summary card. Even 4e has more than this on their cards. It reads like the weapon information table, not the textual actual description of a spell.

It's essentially useless. What does the spell do? "A bolt of force that always hits". Wow! Very clear. I know just what to expect.

Meaning of Life, the Universe and Everything? 42.

:hmm:

Now, unfortunately, Magic Missile is not a good example for this debate. The spell really is simple, so we can't really do a good comparison.

However, the full description of every spell should include descriptions of what it looks like (including size), any sound produced, smell (brimstone for fireballs, for example) and its basic 'workings' (e.g. Web is a magic web anchored to different points that acts much like a real spider web bla bla bla...).

I need to know from a narrative point of view what it does. If you cast this spell in front of a crowd, what do they SEE/HEAR/SMELL and, from that, how would they react?

If an NPC casts this is front of you, how do I describe it to you?

Your description answers none of these questions, has no 'hooks' for narrative and is essentially a bunch of numbers stripped of any descriptive information outside the mechanics of battle. In other words, it doesn't provide the information needed for a role playing game at all.

Oh, and how would you stat Suggestion? Charm Person? Illusionary terrain? Geas? Confusion? Silent Image? Polymorph? etc etc etc
 

(1): name
(2): school and descriptors
(3): classes that can access the spells and at what level, followed by how many times you can cast the spell from a single slot
(4): casting time and components
(5): target or targets, and range of effect. LoS means line of sight
(6): what the spell does
(7): what can the spell do if cast from a higher slot

Better, if we have to have the spells in a block, and all in the same list. Still awkward to copy that info onto a handwritten notebook page.

I'm hoping that we can even drop your #3, because it will be in the Wizard or Arcane list, which is separated from the Cleric or Divine list. Also, I truly hope for the sake of bookkeeping that a slot means one shot at a spell. I've already said I think "Evocation" can be dropped.

Your #7 terrifies me, though. I ran the Black Company Campaign Setting for a while. Being able to modify spells in complex ways on the fly like that is a real drag on speed and a real complexifier to the caster's job. Of course, the ones you list for this spell aren't bad, but I'd rather remove the temptation from future game designer. Any slot in a in a stat block seems to encourage Description Bloat, to coin a phrase. I certainly never want to see anything like:

Ratskinner's Nightmare
Illusion - Fear (Mind Affecting)
Preparation: Sorcerer 3, Wizard 2, Cleric 2, Illusionist 1 3/slot, Necromancer 2 3/slot, Warlock 3, Invoker 4, Psion 9pp
Casting: 1 standard action; V, S, M: a small rag doll with button eyes, XP:50, Taint: 1
Range: 60 ft/level.
Area: 10ft Diameter/level
Save: Special
Duration: 1 round/level
Effect: All sentient targets in the area of effect are shaken and distracted with delusions of horrible, terrifying, visions and sounds dredged up from deep within their souls. They take 2d6 psychic damage and a - 2 penalty to all saves and attacks for the duration of the spell. A Sucessful Wisdom save halves the damage, but the penalty to saves and attacks remains.
Augment: You may augment this spell by placing it in a slot of higher level. For each level added, choose one:
- Intense: +1d6 damage
- Reach: Plus 20 ft. to range
- Big: Plus 5 ft. to Diameter
- Penetrating: targets take -2 save penalty against this spell
- Special:additional -2 penalty to saves and attacks for the duration
- Lasting: +2 rounds duration
- Silent: can be cast without Verbal Component
- Still: can be cast without Somatic Component
Augment 2: You may augment this spell by placing it in a slot two levels higher. For each two levels added, choose one:
- Casual: can be cast without the XP component
- Spartan: can be cast without Material Component
Special: if the caster is of evil alignment, they do not gain a Taint point from casting Ratskinner's Nightmare.

...which is about the only thing that will keep me from getting into 5e (OK, maybe not ;)). I'm truly hoping that the base game rolls back D&D's complexity a lot, both to make it faster and easier at the table and to make it more accessible to new and younger players. I'd much rather play with:

Ratskinner's Dream - You cause all sentient targets in a Diameter: 10 ft/level area up to Range: 30 ft/level to be overwhelmed and distracted by delusions of pleasurable and relaxing daydreams and fantasies until the end of the encounter. This causes 1d6/level Psychic Damage, but targets may make a Save: Wisdom to negate the damage. Additionally, the targets suffer a -1/level penalty on all attacks and saves.
 

It's essentially useless. What does the spell do? "A bolt of force that always hits". Wow! Very clear. I know just what to expect.

Yeah, it's enough. You don't need more information for a magic missile spell that shots a bolt of force for 2d4 damage in 50 feet range and hits automatically. This is what you get, this is what to expect.

How the bolt of force looks like isn't that important to clutter up the spell description. You describe it in any way you want as long as the effect stays the same (2d4 automatic damage in 50 feet range).

I need to know from a narrative point of view what it does. If you cast this spell in front of a crowd, what do they SEE/HEAR/SMELL and, from that, how would they react?

The player of the wizard describes the spell however he wants to, I don't need advise on how to fluff it. Do you want fluff for a spell that's always the same? EVERY fireball looks the same, smells the same and sounds the same? Don't you want some descriptive creativity instead of conformity?



Btw 42 is simple. Don't you get it? :P

-YRUSirius
 

However, the full description of every spell should include descriptions of what it looks like (including size), any sound produced, smell (brimstone for fireballs, for example) and its basic 'workings' (e.g. Web is a magic web anchored to different points that acts much like a real spider web bla bla bla...).

Color and smell? Really? Why does the game company need to make that decision? Why not leave it up to the GM to describe? Or even for each wizard player? That's not aiding imagination, it's crimping it, IMO.

Now, what you call the 'basic workings' is indeed necessary. We need to know enough about how a spell works to adjudicate it.

As for the 'Augment' line of the proposed listing... we already know that Fireball will do more damage in higher slots. We need to explain *somewhere* how much more damage it does. This isn't changing the spell 'on the fly', either, as the augments will be chosen when the spell is prepared. Rather like 3e metamagic now, actually, only less fiddly and requiring many fewer feat chains.

It's no problem making spell descriptions a bit longer if we can shorten the feat section of the book in the process! Also, many such 'augments' would be standardized, and listed together in the Magic chapter. Only relatively unique ones particular to a given spell would need to be listed in the spell description. Rather like M&M Extras and Flaws, actually.

Ratskinner said:
hmm....Do you have a reference for this?

It was from the DDXP seminar on Class Design, as I recall. Or possibly the 'Charting the Course' one. That Charm Person line being 10.5 was much debated here at the time.
 

Really?!?
Really.

This is the kind of information I expect to see on summary cards , not the full blown description in the book.
What do you mean by "full-blown"? Does a spell need to be of certain length to be considered a proper spell by you?

Heck, its not even ENOUGH for a summary card. [/qoute]There's a simple solution for you. Take a smaller card.

Even 4e has more than this on their cards. It reads like the weapon information table.
So what.

It's essentially useless.
Funny, because it has everything a player needs to use it.

What does the spell do? "A bolt of force that always hits". Wow! Very clear. I know just what to expect.
It creates a bolt of force that always hits and deals damage. I'm intrigued what else do you feel needs to be there for you to consider this description as complete and usable.

Oh, and how would you stat Suggestion?
Differently.
Look, MM is a simple spell that produces simple effect. There's no need for MM's description to say how does it feel to be hit by it, or whether it produces any sound. All that information can be put in the beginning of the chapter, just like rules for zones, summonings, cylinders, etc.
Of course, with spells like suggestion or summon monster I would put more detail into the description. I didn't for magic missile - but that doesn't mean I'm against it.

Your #7 terrifies me, though. I ran the Black Company Campaign Setting for a while. Being able to modify spells in complex ways on the fly like that is a real drag on speed and a real complexifier to the caster's job.
It is my understanding that you "augment" when you prepare the spell. So no augmenting on the fly, only at the beginning of a day.
I don't know how would it work with sorcerers though.
 
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Really?!?

This is the kind of information I expect to see on summary cards , not the full blown description in the book. Heck, its not even ENOUGH for a summary card. Even 4e has more than this on their cards. It reads like the weapon information table, not the textual actual description of a spell.

It's essentially useless. What does the spell do? "A bolt of force that always hits". Wow! Very clear. I know just what to expect.

I think some of that can be left up to individual DMs and campaigns, rather than fixed in stone.:) Honestly, though, is that any less illuminating than 3.5's "A missile of magical energy darts forth from your fingertips..." It also has no description of appearance, sound, smell, feel, or ....I suppose taste would be silly.

However, the full description of every spell should include descriptions of what it looks like (including size), any sound produced, smell (brimstone for fireballs, for example) and its basic 'workings' (e.g. Web is a magic web anchored to different points that acts much like a real spider web bla bla bla...).

I need to know from a narrative point of view what it does. If you cast this spell in front of a crowd, what do they SEE/HEAR/SMELL and, from that, how would they react?

If an NPC casts this is front of you, how do I describe it to you?

I think some of your problem here is that we're talking about Magic Missile. It doesn't really need a lot of description, as you said.

I agree with your basic point, but I don't want to see long-winded spell descriptions that ramble on about the details of the spell like some 19th century author describing their mood. The 3e description of Featherfall, for instance, features this paragraph:
Featherfall said:
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

Couldn't we just say: "You can cast Featherfall as a reaction, even if you fall unexpectedly."

The second sentence in the 3e description appears to exist only for a DM who wants to pick on you for that one time in a million where you are falling and have already burned your Quickened spell this round. The third sentence is absurdly obvious, if you use the word Reaction. Of course, the "Action Economy" got in the way of the real economy of words.

Your description answers none of these questions, has no 'hooks' for narrative and is essentially a bunch of numbers stripped of any descriptive information outside the mechanics of battle. In other words, it doesn't provide the information needed for a role playing game at all.

Oh, and how would you stat Suggestion? Charm Person? Illusionary terrain? Geas? Confusion? Silent Image? Polymorph? etc etc etc

I can't speak for @Szatany , but I'd write them up:

Suggestion - You Enchant a thinking being into believing and/or following a suggestion. The being must hear and understand you and be within Range: 20 ft +5 ft/level. If the being doesn't make a Save: Wisdom, they act in accordance to the suggestion for up to 1 hour/level or until any suggested activity is completed. The DM may penalize the saving throw for particularly reasonable or likely suggestions. No being can be ordered to directly kill itself "Fall on your sword!", but can be mislead into dangerous situations "That bridge is safe." Obviously suicidal, paradoxical, or impossible suggestions "Jump higher than you can." cause the spell to fail. Suggestion is a Still spell, though many users can't seem to resist slowly passing their hand in front of the target as the spell is spoken. The material component is a snake's tongue or drop of honey.

Charm Person
- You enchant a humanoid creature within Range: 25 ft. to believe that it is your friend and ally for 1 hour/level, unless it makes a Save: Wisdom. The target does not need to comprehend your language. An affected creature is not enslaved, but will act and react in your favor to the best of its ability to comprehend. Charm Person is a Spartan spell, but you must be able to speak and gesture at the target.

Hallucinatory Terrain
- As a Ritual, you craft illusions that make one type of natural terrain look like another. These illusions last for 24 hours unless dispelled, and do not affect creatures, equipment, or structures in the area. It takes about 10 minutes to affect a 30 ft cube, and you may take longer to affect a proportionally larger area. You may refresh the illusion at any time. You may Bind the illusions to a minimum 4th level spell slot, if you do the illusions are permanent. You may regain that slot and thus dissipate the illusion any time.

Geas - As a Ritual, You Curse a humanoid creature with a task or quest. This curse lasts until the task is complete, or the Geas is removed by a Remove Curse or similar spell. If an affected creature fails to work towards the task for a day, or obviously forsakes the task, they must make a Save: Charisma or lose 2d4 hit points. This loss is not damage, but a reduction of their total. It is also cumulative for each day they forsake the task. A creature reduced to 0 hp by the curse dies, which lifts the curse. Any creature so penalized also endures a -4 penalty on any attacks, saves, or ability checks, so long as they are out of compliance. The creature recovers the hit points and lifts the penalty, after working for 24 hours towards the task. You must speak the Geas to the creature affected, which requires 10 minutes of pomp, circumstance, and speech making, which may not be interrupted or the curse fails. If the creature cannot understand (due to language or knowledge) you, the task, or if the task is logically impossible, the spell fails. A Geas Binds a minimum 6th level spell slot of the caster, the caster may not end the Geas prematurely by choice.

Silent Image - You create a visual illusion of any object, creature, or force that you can imagine and which fits within 3 +1 10 ft cube/level. The illusion is solely visual, and you may move it anywhere within Range: 100 ft/level. A Silent Image requires Concentration, and dissipates quickly when you stop focusing on it. Casting Silent Image requires a bit of fleece, which is not consumed.

Polymorph - N/A
Personally, I feel that Polymorph is too broad a spell, which slows the game down too much to be worth it. Instead, I would include a small selection of more functional spells to replicate specific effects like:

Seagull's Flight - You enchant yourself and your equipment to take the shape of a Seagull, and may fly. While in Gull form, you retain your mind, but may not cast spells or speak. The spell ends when you land. Seagull's Flight can be cast as a Silent Reaction,if you should unexpectedly be falling. However, you must be able to outstretch your arms. Casting Seagull's Flight requires a small gullfeather charm which is not consumed.

Frogform Curse - With a word and a gesture, you Curse a humanoid within Range: 25 ft. with the shape of a frog, until some condition you specify is met, or the target dies. The target of the curse may resist with a Save: Charisma. The target of the spell retains their mind, but may not cast spells. At the time of the cursing, you may choose to allow them the power of speech or not. The curse is immediately broken if you, an ally, or anyone acting on your behest attempts to harm the cursed individual. The spell fails if you attempt to set an illogical or impossible condition or if the target cannot understand you or the conditions of the curse. Frogform Curse Binds a minimum 4th level spell slot. You may not end a Frogform Curse by will. A frog has the following characteristics [insert stats here.]

Deer's Run - Minimum Level: 2. You leap into the air and come down in the form of an enchanted bright green and yellow Stag or Doe as is appropriate your gender. While in this form, you retain your mind, but may not cast spells or speak. This lasts until you stop running. In Deer form, you run at 200ft/round and ignore all movement penalties in forested terrain. Deer's Run is a Silent spell, and requires a charm formed from a Deer's hoof that is not consumed during the casting. Except as noted for speed, the Deer has the following characteristics [insert stats here.]

Those might even be shorter, but I'm not sure how much I'd want to keyword the way Curses work.
 
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Seagull's Flight - You enchant yourself and your equipment to take the shape of a Seagull, and may fly. While in Gull form, you retain your mind, but may not cast spells or speak. The spell ends when you land. Seagull's Flight can be cast as a Silent Reaction,if you should unexpectedly be falling. However, you must be able to outstretch your arms. Casting Seagull's Flight requires a small gullfeather charm which is not consumed.
Wouldn't it be better if that spell was called birdform or something and allowed you to choose what kind of bird (or bat, or pterodactil or whatever) you assume the shape of? As long as you stay within certain size category of course.

As for other spells.
Hallucinatory Terrain
Illusion - Glamer
Preparation: Sorcerer 4/Wizard 4; 1 per slot
Casting: 1 minute; V, S, M (A stone, a twig, and a bit of green plant.)
Range: All or selected terrain within 30 ft and LoS.
Effect: You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. The DC to see through the illusion is 21. The illusion disappears after 24 hours.
Augment: You may augment this spell by placing it in a slot of higher level. Effects are specific to level used.
5th level: Spell also affects structures.
6th level: Spell may also affect the sky, effectively setting a fixed point of day-night cycle within its area of effect, chaning positions of stars, painting sky with colors or shapes, etc.
7th level: Spell may also affect creatures and objects while they remain in its area of effect.
For each level used to cast Hallucinatory terrain above 4th, increase its range by 20 ft. the DC by 2, and the duration by 24 hours.
 
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I thought a little bit of perspective here may be in order. Magic Missile would seemingly be a very simple spell but I think through looking at it's history, this is not necessarily the case.

OD&D: Greyhawk Supplement said:
Magic Missile: This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature it strikes. For every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th level magic-user may cast three magic missiles at his target, an 11th level magic-user casts five, and so on. Range 15".

BECM: Basic said:
Magic Missile
Range: 150’
Duration: 1 round
Effect: Creates 1 or more arrows
A Magic Missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (ld6+ 1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magicuser and hovers there until the magicuser causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The Magic Missile actually has no solid form, and cannot be touched. A Magic Missile never misses its target and the target is
not allowed a Saving Throw. For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th Level Magicuser may create three missiles. The missiles may be shot at different targets.

AD&D said:
Magic Missile (Evocation)
Level: I Components: V, S
Range: 6" + 1"/level
Duration: Special
Area of Effect: One or more creatures in a 10 square foot area
Casting Time: 1 segment
Saving Throw: None


Explanation/Description: Use of the magic missile spell creates one or more magical missiles which dart forth from the magic-user's fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. For each level of experience of the magic-user, the range of his or her magic missile extends 1" beyond the 6" base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.

AD&D 2nd Ed. said:
Masic Missile (Evocation)
Range: 60 yards + 10 yardsllevel
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures
Saving Throw: None __
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts ld4 + 1 points of damage.

For every two extra levels of experience, the wizard gains an additional missile-he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

D&D 3.x said:
Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
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.

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.

D&D 4e said:
Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When
a power allows you to make a ranged basic attack, you can
use this power.
 

I thought a little bit of perspective here may be in order. Magic Missile would seemingly be a very simple spell but I think through looking at it's history, this is not necessarily the case.

I'd like a mix of 4E and OD&D. Short mechanical statblock plus short fluff text. Well, I'd like my version. :)

Shameless self plug again:

Magic Missile
Evocation * Force
Range: 30 feet (20 spaces)

The wizard shots a bolt of arcane energy from his fingertips at a chosen target and hits automatically dealing 2d4 + Int mod force damage.
-YRUSirius
 
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