Comparing Fireball and its Equivalent Spells in D&D 5e

Is fireball really the best AoE damage dealer?

AoE spells like fireball can be incredibly deadly, taking out potential swathes of enemies in a single blast. But is fireball really the best of these? And how do these spells compare as you upcast them?

In this article, I’ve dug into the data and the capabilities of each of these spells to see how they compare and which comes out on top.

Fireball is an Area of Effect spell meaning that it affects an area rather than a single target. All the creatures found within the area are impacted by the spell. You can see the full rules for the spell below:

Level 3 Evocation (Sorcerer, Wizard)

Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous

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 8d6 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.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

p274 2024 Player’s Handbook

Not only does everyone in the area of the spell take 8d6 damage, but even on a successful saving throw, creatures still take half damage. This makes fireball extremely reliable and almost always has an impact, especially if you can land it in a crowd of enemies.

The only real drawback of something like fireball, is it becomes hard to use once allies get into melee range of enemies (which is usually during or after the first round of combat). This makes fireball very useful on your first turn, but potentially less so on subsequent turns.

Sorcerer’s with their careful spell metamagic and wizards of the evocation school can get around this, but it can remain a limitation of the spell.

Yolande high elf wizard DnD 2024
Wizard casting a spell: Wizards of the Coast

It’s easy to forget though, that fireball isn’t the only AoE damage dealer out there. In fact there are quite a few variants of fireball around, from shatter to synaptic static and even fire storm (which is like 10 mini fireballs all raining down burning death from the heavens).

So despite all the attention that fireball gets, is it actually the best option? Well I’ve pieced together the data to work this out. The table below shows details of each fireball equivalent and important aspects of each spell to know:

SpellLevelAvailable forRange AreaDamageDamage typeSaving throwOther effects
Circle of death6Sorcerer, warlock, wizard150ft60ft sphere8d8NecroticConstitutionNone
Conjure volley5Ranger150ft40ft radius, 20ft high cylinder8d8ForceDexterityNone
Fire storm7Cleric, druid, sorcerer150ftTen 10ft cubes7d10FireDexterityNone
Fireball3Sorcerer, wizard150ft20ft sphere8d6FireDexterityNone
Flame strike5Cleric60ft10ft, 40ft high cylinder10d6Fire and radiantDexterityNone
Ice storm4Druid, sorcerer, wizard300ft20ft radius, 40ft high cylinder2d10 + 4d6Bludgeoning and coldDexterityDifficult terrain
Meteor swarm9Sorcerer, wizard1 mileFour 40ft spheres40d6Fire and bludgeoningDexterityNone
Otiluke’s freezing sphere6Sorcerer, wizard300ft60ft sphere10d6ColdConstitutionFreezes water. Can be hurled within a minute.
Shatter2Bard, sorcerer, wizard60ft10ft sphere3d8ColdConstitutionConstructs have disadvantage
Sunburst8Cleric, druid, sorcerer, wizard150ft60ft sphere12d6RadiantConstitutionBlinded and dispels darkness
Synaptic static5Bard, sorcerer, warlock, wizard120ft20ft radius8d6PsychicIntelligenceSubtract 1d6 from attack rolls, ability checks and concentration saves for a minute
Vitriolic sphere4Sorcerer, wizard150ft20ft radius10d4 + 5d4 the next turnAcidDexterityNone

2014 and 2024 versions of these spells

In the table above, I’ve used the 2024 versions of the spells. However, it’s worth noting that while most of these spells remain the same between the 2 versions, there are a few with some small differences.

Ice storm – Deals 2d8 bludgeoning damage in the 2014 version instead of the now 2d10. It also increases damage with spell level by 1d10 rather than 1d8.

Flame strike – This now deals 5d6 fire and 5d6 radiant damage rather than 4d6 each in the 2014 version. Upcasting also increases both damage types by 1d6 instead of just one of the damage types.

Conjure volley – The 2014 damage had the damage type of the ammunition used. The 2024 version now just deals force damage.

Damage at different spell levels

The problem with the table above is each spell is being cast at different levels. Of course fireball cast at level 3 is weaker than sunburst at level 8. But sunburst uses a considerably more powerful spell slot.

The other challenge is converting damage dealt between different types of dice.

To normalise this data, I’ve included average damage on a failed saving throw per target to show the raw power of each spell. This will also help normalise damage that uses different damage dice.

Spell2nd3rd4th5th6th7th8th9th
Shatter13.51822.52731.53640.545
Fireball2831.53538.54245.549
Ice storm2530.53641.54752.5
Vitriolic sphere37.542.547.552.557.562.5
Conjure volley36
Flame strike3542495663
Synaptic static28
Circle of death36455463
Otiluke’s freezing sphere3538.54245.5
Fire storm38.5
Sunburst42
Meteor swarm140

Shatter

Even when upcast, shatter remains your lowest damage option. But it also happens to be your only option for a fireball-like effect before level 2.

Synaptic static

Synaptic static is also low powered compared to the other spells cast at level 5, but it does have the advantage of using intelligence saving throws (which tend to be poor) and weakening it’s targets.

Higher damage spells

There are some spells that will cause more damage than fireball, but these come with caveats. For example, vitriolic sphere deals a decent amount more damage, but it deals a third of that damage on the turn after making it less immediately impactful.

Flame strike deals the same damage as fireball at level 5, but upcasting ramps up the power more than fireball. Unfortunately, it’s also got half the radius (even if it has more height, but that’s rarely useful in D&D).

Larger areas

Some spells have lower damage than fireball, but cover a larger area. This is the case for things like circle of death with a 60ft radius (though it upcasts better than fireball).

Otiluke’s freezing sphere also has a 60ft radius and can be prepared in advance and thrown by your barbarian.

Fire storm also has slightly less damage per target for it’s level, but a much larger area of effect with ten 10ft cubes.

Sunburst has a larger area too, but deals a little less damage, but also has the benefits of causing the blinded condition and dispelling darkness.

Meteor swarm

Meteor swarm is the only 9th level spell on this list and it far outstrips the damage of any other of these spells, even when upcast to level 9! It’s essentially 4 giant fireballs of immense destruction. In fact, none of these other spells should be cast as a level 9 spell. There are far more powerful options (like meteor swarm) to expend these spells slots on.

Elf sorcerer casting a spell
Sorcerer casting a spell: Wizards of the Coast

Compared to other, similar spells, fireball is middling on damage and size. But other spells tend to increase one aspect to compromise on another aspect. What makes fireball a really great option is the relatively low level you can cast it at (level 3). This makes it accessible to low – mid levels parties and means that even once you can cast higher level spells, you can still use lower level spell slots on a really effective damage dealer.

Other options can be great too

That’s not to say that the others aren’t worth using though. For example, I’ve been playing a disruptor sorcerer. I still wanted some damage dealing options so I took synaptic static, which also works to disrupt enemies without using concentration. In my opinion, it’s really good, especially as failure is much more likely than against a fireball, and the after effects are quite profound.

Otiluke’s freezing sphere is great for increasing what you can do in combat with spheres prepared ahead of combat for others to launch, potentially meaning 2 (or more) spheres launched in the first round of combat.

If you’re facing enemies you don’t expect to kill instantly with a fireball anyway, then vitriolic sphere will cause more damage overall which I think makes it better for higher level combats. And 4th level spells aren’t overly high once you reach mid – high levels of play.

Consider the damage type

It’s also worth keeping in mind the damage type. Fire damage is one of the most commonly resisted. Many of these other spells use damage types that are resisted much less often. Vitriolic sphere has acid, synaptic static has psychic and circle of death uses necrotic for example. All of these will be resisted less often.

You might also want to consider what creatures you’re facing. A trip down to the Abyss or the the elemental plane of fire will mean your fireball is often nullified by resistances.

Options to avoid

Personally, I’m not a fan of flame strike. It might upcast better than fireball, but the damage is barely better, while the radius is halved. It might have better height, but this is rarely useful.

Shatter is handy at very early levels, but is quickly outperformed by other AoE spells. I’d be tempted to swap this out as you hit higher levels.

I also feel like the 1 turn of difficult terrain you get from ice storm isn’t worth the lower damage, even if it has a slightly better damage type and more height than fireball.

Apart from these, I do think there can be a place for all these fireball equivalents.


So fireball is great and it’s availability at lower levels is what makes it shine the most. But there are other great equivalents to try too, especially as you reach higher levels.

Which fireball equivalent do you like best? Let me know about it in the comments below.

All the latest updates on what’s changing with the 2024 rules revision.

Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.

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