Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action and/or attack action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Creating the meteors will take one full action.

Meteor frenzy. If you wish to send more than two meteors in a frenzy you may expend a spell slot which sends one extra meteor per level of spell slot. If you use any of your remaining meteors in this way, no matter how many extra you send, you must wait a full turn in order to summon more meteors and your enemies have advantage on attack rolls against you until your next turn.

At Higher Levels. When you cast this spell the damage will increase by 1d6 every other character level 4th and above.

Cantrip Rule. In order to use Melf's minute Meteors as a cantrip you may not use any other spells as attacks. The use of non attack based spells to cause damage and any cantrips are still allowed. 

* - (niter, sulfur, and pine tar formed into a bead)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

Ronnoc_Khunoot

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