Melf’s Minute Meteors. Your space is filled with six small meteors. The spell makes them float in the air and orbit you for its duration. You will expend one or two meteors once you cast the spell – and each time you turn thereafter – sending them to a target within 120 feet of you. Meteors explode when they reach their destination or contact a solid surface. There is a Dexterity saving throw required for each creature within 5 feet of where the meteor explodes. When a creature fails a save, it suffers 2d6 fire damage, or half as much damage if it succeeds.
Meteors Minutes by Melf
- 1 action was filmed
- Range: Self
- V, S, M (niter, sulfur, and pine tar shaped into beads)
- Duration: Concentration, up to 10 minutes
It is at a higher level.
With each spell slot level above 3rd, the number of meteors created increases by two.
A wizard will be able to create several small globes of fireside, one for every level he has achieved, which will be held in his hands instead of his usual weapons. It is not uncommon for meteors to be hurled at targets up to 90 yards away, and they are treated as missiles with a +5 bonus to attack rolls. Meteors explode into 1-foot diameter spheres when they strike, inflicting 1d4+3 points of injury plus 3 points of fireside damage. Wizards can fire up to 5 missiles per round.
Assassins and Blackguards often use Mefl’s Minute Meteors in conjunction with their poison weapons abilities. Summon six small meteors. As a bonus action when you cast a 5e spell, your meter increases by 2. As it reaches its destination, the meteor explodes, damaging everyone within the explosion’s radius.
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.
There are two common ways to cast the spell:
- (See “Multiple Attacks and Initiative” in Chapter 9: Combat for more information). Keep in mind that this carries over into the following round.
- B) The wizard can only discharge one meteor per round. Along with releasing the missile, the caster can perform other actions during the round, such as casting spells, engaging in melee combat, or using devices. The wizard must ignore the remaining missiles for spells requiring concentration in 5e. Likewise, if the wizard does not keep an accurate mental count of the remaining missiles, he has lost the remaining portion of the spell involuntarily.
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.
If a meteor hits a solid surface after reaching its destination, it will explode. Dexterity saving throws should be made by all creatures within 5 feet of the location where the meteor explodes. When a creature doesn’t save, it takes 2d6 fire damage, or half that amount when it does.