From Iamtim on the S&W boards:
- OD&D Supplement 1 (Greyhawk) says that MMs do 2-7 points of damage, with two additional missiles every 5 levels. No comment is made about rolling to-hit or not.
- Holmes Basic D&D says that MMs do 2-7 points of damage, with higher level casters firing more than one missile. A to-hit roll must be made as if it were fired from a long bow.
- Moldvay Basic D&D says that MMs do 2-7 (1d6+1) points of damage, with two additional missiles every 5 levels. They automatically hit any visible target.
- Mentzer Basic D&D echoes Moldvay Basic D&D.
- The D&D Rules Cyclopedia echoes Moldvay Basic D&D.
- The AD&D 1E PHB says that MMs do 2-5 (1d4+1) points of damage, with one additional missile every 2 levels. They unerringly strike their target.
- The AD&D 2E PHB echoes the 1E PHB.
- The 3E D&D PHB echoes the 1E PHB.
Labyrinth Lord, both the standard and the new Advanced Edition Companion, give an automatic hit, 1d6+1 damage, and two additional missiles every five levels. Just like Moldvay.
But chronologically, shouldn’t it be:
OD&D
AD&D 1
Holmes D&D
Modvay (B/X) D&D
Mentzer (BECMI) D&D
AD&D 2
RC
DND3
??
Looks right. I think he was listing them more by evolutionary branch.
Moldvay lists the duration of Magic Missile as 1 turn (i.e. ten minutes). When running that particular rule set I allow the missiles to be cast prior to kicking in the door or whatever. They just hover in the air near the magic-user until launched or the spell expires.
Someone I played AD&D with a few times played it that way and I thought it was ridiculous. I had never played B/X.