Meteor Swarm
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.
At a Glance
Level
9th
School
Evocation
Casting Time
1 action
Range
1 mile
Duration
Instantaneous
Concentration
No
How Meteor Swarm Works
| Casting Time | 1 action |
|---|---|
| Range | 1 mile |
| Components | V, S |
| Duration | Instantaneous |
| Saving Throw | Dexterity |
Damage
20d6 fire + 20d6 bludgeoning(Dexterity)
Common Mistakes
Common Mistake
Forgetting creatures in overlapping spheres are only affected once
Common Mistake
Not considering the massive 1-mile range for battlefield-scale destruction
Common Mistake
Overlooking that the spell deals both fire and bludgeoning damage
Common Mistake
Not accounting for the 40-foot radius - each sphere affects a huge area
DM Tips
DM Tip
The highest damage spell in the game with 40d6 total (average 140 damage)
DM Tip
Can target four separate areas, making it incredible for crowd control
DM Tip
The 1-mile range means it can be used as artillery or for distant threats
DM Tip
This is a campaign-ending spell that should feel truly epic when cast
Frequently Asked Questions
Sources & Further Reading
- Meteor Swarm — D&D 5e Wikidot — Full SRD text
- Meteor Swarm — Roll20 Compendium — Structured reference
- Meteor Swarm — D&D Beyond — Official digital reference