You create six tiny meteors in your space. They float within the air and orbit you for the spell’s duration. Once you cast the spell — and as a bonus action on each of your turns thereafter — you’ll expend one or two of the meteors, sending them streaking toward some extent or points you select 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 purpose 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.
Melf’s Minute Meteors
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
- Duration: Concentration, up to 10 minutes
At Higher Levels.
Once you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for every slot level above 3rd.
This spell creates several small globes of fireside, one for every experience level the wizard has obtained, which are held within the wizard’s hands in situ of his usual weapons. The meteors are often hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of injury plus a further 3 points of fireside damage to any creature struck. The wizard may hurl up to 5 missiles per round.
“Melf’s Minute Meteors” are often combined within the case of Assassins or Blackguards with their “Poison weapon” skill. Summon 6 tiny meteors. once you cast a 5e spell, as a bonus action, you’ll increase to 2 meters. When it reaches its destination, the meteor explodes, damaging everyone within the world of the explosion.
This spell enables the wizard to cast small globes of fireside (one for every experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of injury to the creature struck. It also can ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of injury to creatures within 3 feet.
The spell is often cast in either of two ways:
- A) The wizard discharges five meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into a minimum of the subsequent round.
- B) The wizard discharges just one meteor per round. Additionally, to releasing the missile, the caster can perform other actions within the round, including spellcasting, melee, or device use. 5e Spells requiring concentration force the wizard to forgo the remainder of the missiles to take care of concentration. Also, if the wizard fails to take care of a particular mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
You do actually create six small meteors in your space. They always float within the air and also orbit you for spell’s specific duration. Whenever you cast the spell- and also as a bonus action on each of your turns thereafter- also you’ll easily expend one or two of the meteors and also sending them streaking toward the purpose alternatively points which you are doing choose within 120 feet of you.
However, Once a meteor will reach its destination alternatively impact against the solid surface and therefore the meteor explodes. Each and each creature within 5 feet of the purpose where the meteor explodes should be made a dexterity saving throw. Actually, a creature will take 2d6 fire damage on a did not save, alternatively half as much damage on a successful one.