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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 Higher Levels.
Each creature in a 20-foot radius 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 Higher Levels.
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.
Fireball is an instantaneous spell, but it might just as easily resemble heat metal, with a round of warning, a round of damage, and a round of additional damage. Spreading out the damage this way could be called a slow-burn fireball.
Fireball is a spell that almost every D&D players knows about. It allows arcane spellcasters to deal massive damage in a wide area from long range, making it a powerful option in almost every combat situation.
Fireball is excellent at blowing up multiple weak enemies. If you want make the encounter less fireballable, you can change it to fewer but beefier foes. Spread some range attackers outside of main crown, but note that Fireball has 20ft radius, so the area is quite big.
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 Higher Levels.
Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot.
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.
Fireball was an arcane spell that created a tiny ball of fire that, when thrown, exploded in a huge fireball. While a very potent spell, casters had to take care to avoid catching allies in the explosion, or to accidentally strike an obstruction and detonate the spell early.