D&D Spell Damage Comparison

Base slot averages, from Ray of Frost at 4.5 to Meteor Swarm at 140. Pick any two.

Visual comparison

Linear scale: bar lengths are directly proportional to value, relative to the largest entry.

Meteor Swarm140 Damage (average)
Disintegrate75 Damage (average)
Chain Lightning45 Damage (average)
Cone of Cold36 Damage (average)
Fireball28 Damage (average)
Lightning Bolt28 Damage (average)
Guiding Bolt14 Damage (average)
Shatter13.5 Damage (average)
Burning Hands10.5 Damage (average)
Magic Missile10.5 Damage (average)
Thunderwave9 Damage (average)
Fire Bolt5.5 Damage (average)
Eldritch Blast5.5 Damage (average)
Ray of Frost4.5 Damage (average)
Sacred Flame4.5 Damage (average)
Shocking Grasp4.5 Damage (average)

All values

Click any row to load it as Entry A.

NameValueContextSource
About these numbers: Damage values are fifth edition base slot averages from the SRD, not table rolls. Most rows halve on a successful save, Magic Missile always hits, and cantrips scale with character level while rows pin the base. Higher slots add dice on top of these bases and stay out of math.

About this converter

Fifth edition spells deal fixed dice at their base slot, so each spell has a fixed average on a failed save. Cantrips open low: Ray of Frost, Sacred Flame and Shocking Grasp average 4.5 on 1d8, Fire Bolt and Eldritch Blast average 5.5 on 1d10. First level steps up with Thunderwave at 9 on 2d8, Burning Hands and Magic Missile at 10.5, Guiding Bolt at 14 and Shatter at 13.5. Third level jumps with Fireball and Lightning Bolt at 28 on 8d6 each. Fifth level Cone of Cold averages 36 on 8d8, sixth level Chain Lightning averages 45 on 10d8, sixth level Disintegrate averages 75 on 10d6 plus 40, and ninth level Meteor Swarm averages 140 on 20d6 fire plus 20d6 bludgeoning. That makes one Meteor Swarm equal about twenty five Fire Bolts. Every value here is the base slot average with dice in context.

How to use it

Pick two spells and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. One box holds a count of the first spell, one holds the matching count of the second, one holds the total in average damage. Try 1 Meteor Swarm against Fire Bolts.

Averages use dice means: 1d8 is 4.5, 1d10 is 5.5, 1d6 is 3.5, 3d6 is 10.5, 8d6 is 28, 8d8 is 36, 10d8 is 45 and 40d6 is 140. Targets that save take half from most rows, while Magic Missile always hits and Disintegrate still deals half on a save. Cantrips scale with character level: Fire Bolt rises to 2d10 at 5th, 3d10 at 11th and 4d10 at 17th, but rows pin the base. Higher slots add dice, for example Fireball gains 1d6 per slot past 3rd, but rows pin the base slot.

FAQ

How much is Fireball?

28 average on 8d6 fire at base 3rd slot. Targets that save take half.

How much is Meteor Swarm?

140 average: 20d6 fire plus 20d6 bludgeoning across four spheres. Targets that save take half.

Are these averages or max rolls?

Dice means at the base slot. A d6 averages 3.5, a d8 4.5 and a d10 5.5.

Do higher slots change the math?

No. Rows pin the base slot. Fireball gains 1d6 per slot past 3rd and cantrips add dice at 5th, 11th and 17th.

Sources

  • 5e SRD Fire Bolt page (1d10 fire, scaling at 5th, 11th and 17th)
  • 5e SRD Fireball page and Basic Rules 2014 p.241 (8d6 fire, Dex save)
  • D&D Beyond Lightning Bolt page and Basic Rules 2014 p.255 (8d6 lightning, Dex save)
  • 5e SRD Magic Missile page (three darts, each 1d4+1 force)
  • 5e SRD Cone of Cold page (8d8 cold, Con save)
  • 5e SRD 5.2.1 Meteor Swarm page via PostRoll (20d6 fire plus 20d6 bludgeoning)
  • 5thsrd.org Spells by Level list (cantrips, 1st through 9th level spell roster)
  • 5e SRD Spells list (Ray of Frost, Sacred Flame, Shocking Grasp, Eldritch Blast, Thunderwave, Burning Hands, Shatter, Guiding Bolt, Chain Lightning, Disintegrate dice)

Last verified: 2026-09-28 · 16 entries

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