Melf’s Minute Meteors D&D 5th Edition 3rd Level Spell Guide

Melf’s Minute Meteors

  • Level: 3
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes
  • Ritual: No
  • Concentration: Yes
  • Save: DEX Save
  • Damage: Fire
  • Spells: Sorcerer, Wizard
  • Source: EE Players Champion Page No. 20

SPELLS OBJECT

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

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 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

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