Level
9th
Casting Time
1 Action
Range/Area
1 mile
(*)
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire (...)
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.







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Posted Apr 9, 2020@Conathan any spellcaster has their own spell save DC for all spells, changed only by things such as the Wand of the Magi.
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Posted Apr 10, 2020DC is calculated by 8+your proficiency bonus+your spellcasting ability modifier. Spell attack modifier is prof. bonus+spellcasting modifier. For example, a 10th-level Sorcerer with a Charisma score of 20 would have a Spell Save DC of 8+4+5=17.
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Posted Apr 13, 2020Dexterity is the saving throw. Your spell dc is 8+ proficiency modifier+ intelligence modifier/ charisma if your sorcerer.
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Posted Apr 20, 2020Technically it doesn't specify that it destroys the body, unlike spells such as disintegrate, so the body, while probably very badly damaged, remains and can be brought back through a revivify.
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Posted Apr 20, 2020but a necromancer could bring that player back, right?
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Posted Apr 20, 2020One would presume that the injuries suffered from the collision of a flaming meteor would irreparably mangle the body. Thought it is not specifically stated, the DM might say that the damage is too much to leave the body intact. Revivify states that it isn't even powerful enough to restore severed limbs. True Resurrection can generate a new body.
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Posted May 4, 2020Love the spell but personally don't like the flavor. I'd love to see the spell delay causing damage until the beginning of the caster's next turn and give enemy casters disadvantage on countering this spell. Good for your BBEG to cast and see the PC's run to take cover or scramble to take measures against it. Also pressures your players to think rather than depend on the party spell caster to make that counterspell.
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Posted May 29, 2020While this spell is a great as a damage dealer (120 average damage is juicy)...this spell has some other good RP uses. For example...functioning as the equivalent of the atom bomb for your setting. This spell can devastate entire cities in one shot.
Meteor Swarm: For when you absolutely, positively, have to nuke the entire city
-Spectre
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Posted Jun 25, 2020Entire cities is a tad exaggerated, but it can at the very least ruin a block or so.
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Posted Jul 9, 2020This doesn't make sense. What's worse, having one meteor fall on you, or having two meteors fall on you?
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Posted Jul 13, 2020Certain spells such as Fireball and Meteor swarm just do more damage than average. Wizards wrote about this already - some things are over powered, and that's fine. This isn't overpowered in the same way that Hypnotic Pattern is either.
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Posted Jul 13, 2020It's caster dependent. Spells in 5th edition do not have a DC associated with them, but is instead 8 plus a characters Spellcasting ability modifier and their proficiency bonus. The average DC for this spell would be 19 (8+5+6)
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Posted Jul 21, 2020Spells dont have Dc, its the caster that sets the Dc, 8 + Proficiency Bonus(at this level its a 6) + your spellcasting ability modifier that should be at least 5, so thats 19 or more for the save
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Posted Aug 14, 2020I’m getting this in mad mage ITS SO GOOD
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Posted Aug 15, 2020kool
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Posted Aug 20, 2020When you absolutely positively have to stop that army of slavering undead
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Posted Aug 20, 2020wouldn't it be determined by the stats of the wizard/sorc casting it?
So if my wizard cast it the saving throw would be a dex 19
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Posted Aug 20, 2020overpowered
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Posted Aug 23, 2020That's the thing, since they all hit simultaneously, you are effectively not getting hit by more than one even if the radius overlaps. Think of it like this, when you place the radius to overlap, they collide mid-air before hitting the ground, destroying a bit of each other so they can fit wherever they are set to hit.
This spell is incredibly powerful as it is already, making the overlapped damage stack would just be ridiculous.
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Posted Aug 27, 2020One of my most favorite spells so destructive!