I’ve seen a lot of references where players can cast multiple magic missiles in the shooting phase. I believe this is wrong and have gone through my thinking below.
Eventually, myself and those on our Discord server will compile a full list of FAQs that we think need answering by GW. We’ll post these in a single article on our site so that others can see what our opinion is on these and then may choose to use them as unofficial FAQs until GW responds (if they wish).
Q: Can a Wizard with more than one Magic Missile cast them all in the shooting phase?
A: No.
Evidence and/or Reasoning
There are a few sections of the core book that have gone towards this answer.

Under ‘Who Can Shoot?’ On page 137, we see the following text:
Only units equipped with missile weapons (including war machines) or that can cast certain types of spell (such as magic missiles) can shoot.
Page 137 – Big Blue Book
This defines that spells cast in the shooting phase are shooting attacks, and more specifically, highlights magic missiles as an example of this.

Next, on the same page, we have the section ‘How Many Shots?‘.
This is the section that causes confusion and where the ambiguity lies. This section can be broken down into two parts. The first part states:
A unit can shoot only once per Shooting phase,…
Page 137 – Big Blue Book
I believe this in regards to shooting attacks where you play them from start to finish. What I mean by that is that a unit declares its target, rolls to makes its attacks, and the opponent makes any relevant saves and removes casualties.
This, therefore, backs up the earlier section,’Who Can Shoot?’, where it specifically says each unit can only shoot once.
The second part of ‘How Many Shots?‘ states:
…and most models can make only one shooting attack (the number of Attacks a model has does not affect the number of shots it can make).
Page 137 – Big Blue Book
This part of the rule is stating how many shots can be made per shooting attack. The reason for this is that the word ‘Attacks’ is capitalised in the bracketed section, but not the word attack at the beginning of the sentence. This is, therefore, referring to the weapon characteristic.
So, each model can make only one shooting attack, and therefore cast only once magic missile spell (including bound spells).
If you find wording in the Rulebook that contradicts what I have said, please post it in the comments below, and I will adjust and/or remove this post accordingly.
Personally, I’m of the opinion that this refers to all spells being cast in the Shooting phase, including Vortexes. My reasoning is that the wording in under ‘Who Can Shoot’ says:
…or that can cast certain types of spells (such as magic missiles)…
Page 137 – Big Blue Book
This suggests that it doesn’t only classify Magic Missiles as a shooting attack, but others that are also cast in the Shooting phase.
However, for now, we’ll just leave it with Magic Missiles inside our original question.

I agree with the reasoning. It’s clear to me that Magic Missiles are a shooting attack, and that you can only shoot once per turn. I’m not sure other than wishful thinking how anyone comes to any other conclusion.
It’s also worth pointing out that the scenario whereby a wizard can even have multiple magic missile attacks has to be brought about through a secondary lore signature spell, as there is only one magic missile per spell lore.
Unless the wizard has a ruby ring or a secondary spell lore signature (e.g. viletide) it never even comes up.
Bray Shamans on Chariots (360 LOS) with Hagtree Fetish (re-roll wounds with magic missiles) are the main culprits for this, as they’ll normally take a Lore Familiar and the Ruby Ring and they can get 3 Magic Missiles that way.
This clarification primarily impacts on those, and so Beastmen players (with their considerable win rate currently) may be particularly upset their nasty combo doesn’t work with Rules as Written
Precisely. This benefits the game as a while and also stops one faction from running away at the top of the win rates.
You do not need to take a Lore Familiar to get 2+ Magic Missiles in Beastmen or many other factions. You simply select a signature spell from your native Lore (like Viletide) and then roll on a table that includes a second one (like Elementalism).
I think the idea that you can only cast a single Magic Missile or Vortex a turn is pretty sketchy IMO. “Most models can only make a single shooting attack” leaves room for exceptions to how many shots and the rules for casting spells that state “a wizard may attempt to cast each of their spells feels like a fairly clear exception to this rule.
Would you mind giving me a page reference to where it states that wizards can cast each of their spells please? I’m not saying I disbelieve you. I just couldn’t find it.
Pg 108 “A Wizard can only attempt to cast each of their spells once per turn”and pg 143 “If any of the active player’s Wizards know any Magic Missile or Magical Vortex spells, they may attempt to cast them when chosen during the Shooting phase.” have verbiage that is relevant.
I think the second one, in particular, uses plural language that makes it at least a compelling counter-argument until FAQ actually addresses it.
Got it, thank you!
“If any of the active player’s Wizards know any Magic Missile or Magical Vortex spells, they may attempt to cast them when chosen during the Shooting phase.”
I do get your interpretation. I’m just wondering if the ambiguous use of ‘to cast them’ may just refer to Magic Missiles and Magical Vortex spells as a collective, rather than those actually equipped on the Wizard (if that makes sense).
The Hero (Mage) is a unit? “Wizards that are fleeing cannot cast spells. Unless stated otherwise, Wizards that are engaged in combat can only cast Assailment or range self spells.” from blue book. It don’t explain that a mage who has marched, cannot cast a magic missile
How Many Shots?
A unit can shoot only once per Shooting phase, and most
models can make only one shooting attack (the number of
Attacks a model has does not affect the number of shots it can make).
This is where the problem comes in.
This part IMO is referring to the Attack characteristic of a unit(which has no part of spell casting), to stop High attack lords (looking at you wood elf’s) from getting more shooting attacks. ( it also says MOST models which means there are exceptions to only 1 attack, “spell casting”)
Page 108 – Casting Spells.
When a spell can be cast Depends upon its type:
*Magic Missiles AND Magical Vortex spells can be cast when a wizard is chosen during your shooting phase
A Wizard can only attempt to cast each of their spells once per
turn. Wizards that are fleeing cannot cast spells. Unless stated
otherwise, Wizards that are engaged in combat can only cast
Assailment or range ‘self’ spells
it clearly spells out a wizard can cast each of there spells once per turn. and states both magic missiles AND vortexs can be cast during the shooting phase which breaks your only one spell.
As per the the Wahmmer old world faq version 1.2
Q: How many Magic Missiles or Magical Vortexes can a
Wizard attempt to cast during the Shooting phase?
A: As many as they know. Though there are exceptions (somemagic items allow a Wizard to know extra spells but limit how many they can cast per turn, for example), a Wizard can usually
attempt to cast each of their spells once per turn.