Casting Time: 1 action
Range: 150 ft (20 ft
)
Components: V, S, M
Duration: Instantaneous
Damage Type: Fire
Save: Dexterity
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. 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.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Material Component:
a tiny ball of bat guano and sulfur
Verbal Component:
Incendo Magna Telum
Verbal Component (Alternative):
I call forth a spell most dire, I summon down a ball of fire.
Classes: Sorcerer, Wizard, Rogue
Domain: Fire, Light
Tags: Combat, Damage
Source: Player's Handbook [5th Edition] (page 241)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can fireball go past its 20-foot radius if the point of origin is set in an enclosed space that's less than 40 feet across?
As stated in the Sage Advice Compendium:
The fire of the fireball spell can spread around corners, but it's limited by the spell's 20-foot radius. It doesn't extend farther than 20 feet from the point of origin no matter where it is cast.
Therefore, if cast at the entrance of a 10x10 room with a 5' corridor leading into it, it shall fill that room and spread 20' down the corridor.
Note: Previous editions allowed fireball to adjust based on the space available and spread down corridors if contained.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Fire Effects
The PHB p198 clearly states "Creatures and objects that are fully immersed in water have resistance to fire damage." Other than that, there are no official rules regarding fire spells underwater. But, as always, it is always up to the DM to decide if fire spells should have different effects (i.e. half range, half area of effects, half duration, etc.). In addition, Jeremy Crawford has clearly stated, regarding a fireball vaporizing water, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."