Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
How Meteor Swarm plays
Four blazing orbs fall on four points you can see within a mile. Every creature within 40 feet of any of them makes a Dexterity saving throw, taking 20d6 fire plus 20d6 bludgeoning damage on a failure, 140 on average, or half that on a success. A creature caught in more than one sphere is only hit once.
Each sphere is 80 feet across, and it spreads around corners, so four of them can cover most of a battlefield or a small fortress. It damages objects and sets fire to flammable things that nobody is wearing or carrying. Allies inside the area take the same damage as enemies.
When to pick Meteor Swarm
Sorcerers and wizards at 17th level who want the biggest area damage in the game. Against an army, a siege or a horde, nothing else comes close.
Against one boss, think twice. 140 damage from a 9th-level slot is strong, but a single creature doesn’t use the four spheres, and Legendary Resistance halves it.
Use the range. You can cast it from a mile away at anything you can see, well out of reach of most enemies.
Common questions
How much damage does Meteor Swarm do?
20d6 fire plus 20d6 bludgeoning, 140 on average on a failed Dexterity save and 70 on a success. It can’t be upcast.
Does a creature in two spheres take double damage?
No. A creature in the area of more than one sphere is affected only once.
Does fire resistance protect against Meteor Swarm?
Only the fire half. A fire-resistant creature takes half of the 20d6 fire and all of the 20d6 bludgeoning, about 105 on a failed save. Fire immunity still leaves the bludgeoning damage.
Does the range really reach a mile?
Yes, but you have to be able to see each of the four points. In a forest, a city or a dungeon, what you can see sets the real range.
Does Meteor Swarm hurt allies?
Yes. Everyone in the spheres makes the save. With four points to place, you can usually keep your party clear of all of them.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
1 mile
Components
V, S
Duration
Instantaneous
School
Evocation
Level
9
Classes
Sorcerer, Wizard
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.