No wand required. Just point and shoot. – Always slag. Grenades slowly regenerate over time. Two (Blue rarity) or Four (Purple rarity) child grenades home in on targets and explode instantly at the cost of one grenade. Character may shout "Magic Missile!" after use while playing in Tiny Tina's Assault on Dragon Keep.
Usage & Description
The grenades will travel for an extended period of time, bouncing off walls and homing in on any target that presents itself, including newly spawned enemies and Stalkers that uncloak. The grenades will explode after extended travel time and upon impact with a large splash radius that can possibly down the user. These grenades are almost always guaranteed to slag, making it suited to Ultimate Vault Hunter Mode, as it makes use of the 3x Slag multiplier while also compensating for the high amount of ammo consumption needed to take down enemies. This can be taken further with a Salvador that has Double Your Fun (quadruple or octuple the fun in this case). The Magic Missile grenade, along with the other "magic" grenade mods, differ from regular grenade mods because of their regenerative property, increasing its usefulness.
Wizards can drop the blue grade Magic Missile.
Badass Wizards can drop the purple grade Magic Missile.
Necromancers may also drop the blue grade Magic Missile.
The combination of regeneration, slag and homing nature of magic missiles gives an extremely versatile grenade mod with many applications.
This grenade mod is named for a spell in the Dungeons & Dragons tabletop role-playing game. Magic Missile is a very basic attack spell available to wizards at very low level which fires one or more projectiles of pure force which unerringly home in on a selected target.
If a Vault Hunter uses this grenade mod to kill The Darkness, the door behind will open, leading to a Dice Chest.