Fireball
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At a Glance
Level
3rd
School
Evocation
Casting Time
1 action
Range
150 feet
Duration
Instantaneous
Concentration
No
How Fireball Works
| Casting Time | 1 action |
|---|---|
| Range | 150 feet |
| Components | V, S, M (a tiny ball of bat guano and sulfur) |
| Duration | Instantaneous |
| Saving Throw | Dexterity |
Available to:
SorcererWizard
Damage
8d6 fire(Dexterity)
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Common Mistakes
Common Mistake
Forgetting it's a 20-foot radius (40-foot diameter) sphere - very easy to hit allies
Common Mistake
Not accounting for the streak traveling to the target point - it can be blocked by full cover
Common Mistake
Thinking you can control the shape - it's always a full sphere, even if part is in a wall
DM Tips
DM Tip
The gold standard damage spell - intentionally overpowered for its level
DM Tip
The fire spreads around corners, so creatures can't hide from it with partial cover
Sources & Further Reading
- Fireball — D&D 5e Wikidot — Full SRD text
- Fireball — Roll20 Compendium — Structured reference
- Fireball — D&D Beyond — Official digital reference