Fireball

Fireball

3rd-level evocation · 8d6 Fire damage, average 28

28 average Fire damage · 8–48

Roll Fireball

Press a roll button. The dice land here.

Spell details

Level
3rd-level
School
Evocation
Casting time
Action
Range
150 feet
Components
V, S, M (a ball of bat guano and sulfur)
Duration
Instantaneous
Classes
Sorcerer, Wizard
Save
Dexterity (half on success)

Fireball is the spell that clears a room, and the moment the table remembers

At the table. Fireball earns its reputation against crowds, not bosses. Take a level 5 wizard with Intelligence 16 (save DC 14) and four Goblin Warriors at 10 Hit Points each. A goblin saves on 12 or higher, 45% of the time. On a failed save 8d6 always kills it; on a success, half of 8d6 still reaches 10 about 96% of the time. Each goblin dies 98% of the time, and all four drop together 93% of the time. Point the same spell at one Ogre and its average 28 takes 41% of 68 Hit Points. That is a decent hit, not a finisher.

The choice that matters is where the 20-foot sphere goes. Count heads before you cast: three or more enemies inside the blast is a good trade for a 3rd-level slot; one is usually a waste. Upcasting adds 1d6 (3.5 average) per slot level, so a 5th-level Fireball averages 35. Spend the higher slot only when those extra points decide who survives.

The common mistake is forgetting the friends. The sphere hits every creature inside it, including the party's Fighter locked in melee, and it sets fire to flammable things nobody is wearing or carrying. Ask the DM where everyone stands before the dice come out.

The human angle. Nobody retells the fourth round of an even fight. People remember the peak: the turn the wizard says "Fireball", eight dice hit the table, and a whole goblin warband falls at once. Kahneman and colleagues found people judge an experience by its most intense moment and its ending more than its length. Fireball is a designed peak. As a DM, let the players have it. Put the crowd in the room when the wizard still has a 3rd-level slot, then describe the smoke.

Source: Kahneman, D., Fredrickson, B. L., Schreiber, C. A., & Redelmeier, D. A. (1993). When more pain is preferred to less: Adding a better end. Psychological Science, 4(6), 401–405. doi:10.1111/j.1467-9280.1993.tb00589.x

Fireball damage by level

Cast atDiceAverageRangeOn a save
3rd slot288–4813.8
4th slot31.59–5415.5
5th slot3510–6017.2
6th slot38.511–6619
7th slot4212–7220.8
8th slot45.513–7822.5
9th slot4914–8424.2

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 8d6

8: 0.00%9: 0.00%10: 0.00%11: 0.01%12: 0.02%13: 0.05%14: 0.10%15: 0.20%16: 0.37%17: 0.62%18: 1.00%19: 1.52%20: 2.18%21: 2.99%22: 3.92%23: 4.90%24: 5.88%25: 6.77%26: 7.48%27: 7.94%28: 8.09%29: 7.94%30: 7.48%31: 6.77%32: 5.88%33: 4.90%34: 3.92%35: 2.99%36: 2.18%37: 1.52%38: 1.00%39: 0.62%40: 0.37%41: 0.20%42: 0.10%43: 0.05%44: 0.02%45: 0.01%46: 0.00%47: 0.00%48: 0.00%
8chance of each total for 8d648
TotalChance
18 or more99%
28 or more54%
38 or more2%
44 or more<1%

Fireball against other 3rd-level damage spells

By average damage on one target, Fireball ranks 1st of 9 3rd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 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.

At higher levels. The damage increases by for each spell slot level above 3.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.