Six tiny meteors are created in your space. In the air, they orbit you for the duration of the spell. As a bonus action on each of your subsequent turns, you will expend one or two meteors, sending them streaking toward some extent or point within 120 feet of you. Upon reaching its destination or impacting a solid surface, a meteor explodes. Those in close proximity to the point where the meteor explodes are required to make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, or half that amount on a successful one.
Melf’s Minute Meteors
In the case of Assassins or Blackguards, the “Minute meteors” are often combined with their “Poison weapon” skill. Spell six small meteors. When you cast a 5e spell, you gain 2 meters as a bonus action. The meteor explodes at its destination, inflicting damage to everyone in its path.
The wizard can cast small globes of fireside (one for every level of experience he has) that burst into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. In addition, combustible materials can be ignited (even solid planks). As missiles, meteors hurled by the wizard gain a +2 bonus to attack rolls, and their range is unaffected. Missiles are treated as grenade-like missiles that cause 1 point of damage to creatures within 3 feet.
Time spent: 1 action
At Higher Levels.
With each slot level above 3rd, the number of meteors created by this spell increases by two.
As a result of this spell, a series of small fireside globes are created, one for each experience level the wizard has earned. These globes are held in the wizard’s hand instead of his usual weapons. Meteors are typically hurled 90 yards or more at targets and are treated as missiles with a +5 bonus to attack rolls. Upon impact, meteors explode into a 1-foot 1-foot 1-foot-diameter sphere which injures a creature for 1d4 + 3 points plus 3 points of fireside damage. As many as five missiles can be launched per round by the wizard.
The spell is often cast in either of two ways:
There are five meteors discharged by the wizard every round (see “Multiple Attacks and Initiative” in Chapter 9: Combat). Note that this lasts for the remainder of the round.
B) Each meteor is discharged only once. The caster can also perform other actions during the round, including casting spells, engaging in melee combat, and using devices.When a wizard uses a 5e spell that requires concentration, the remainder of the missiles must be discarded to take care of concentration. The wizard may also lose the remaining portion of the spell if he fails to keep track of the number of missiles he has left.
In your space, you actually create six small meteors. Their orbits are always in the air and last for the duration of the spell. The moment the spell is cast- and as a bonus action on each subsequent turn you perform- also you will easily expel one or two meteors that will streak towards your target instead of choosing a point within 120 feet of you.
However, once a meteor reaches its destination, it may instead impact against a solid surface, resulting in an explosion. A
dexterity saving throw should be made by each and every creature within 5 feet of where the meteor explodes. On a failed save, a creature will take 2d6 fire damage; on a successful one, half that much.