Scorching Ray spell icon: three streaking balls of fire
Icon by Lorc, CC BY 3.0

Scorching Ray 5e spell

2nd-level evocation · 2024 version below

Casting time
1 action
Range
120 feet
Components
V, S
Duration
Instantaneous
School
Evocation
Level
2
Attack
Ranged spell attack
Damage type
Fire

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At higher levels

When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

How Scorching Ray plays

You hurl three rays of fire at targets up to 120 feet away, all at one creature or split between several. Each ray is its own ranged spell attack, and each one that hits deals 2d6 fire damage. If all three hit one target, that’s 6d6, 21 on average.

Because it’s three attacks, it’s swingy. Against low Armor Class you’ll usually hit with most rays; against a heavily armored foe you might hit with one. Each ray can also be a critical hit on its own, so a lucky turn can do far more than a Fireball on a single target.

When to pick Scorching Ray

Common questions

Do I roll damage separately for each ray?

Yes. Each ray is a separate attack roll, and each hit deals its own 2d6 fire damage. That also means each ray can crit on its own.

Can I aim the rays at different targets?

Yes. You choose a target for each ray, all within 120 feet: all three at one creature, or spread across two or three.

How many rays do I get when I upcast Scorching Ray?

One more ray per slot level above 2nd: four at 3rd level, five at 4th, and so on. Each extra ray is another 2d6.

Is Scorching Ray better than Magic Missile?

On average, yes: three hits of 2d6 (21 total) against three darts of 1d4 + 1 (10.5). Magic Missile never misses and deals force damage that almost nothing resists; only a few things, like Shield, stop it.

Does an adjacent enemy give me disadvantage on Scorching Ray?

Yes. It’s a ranged spell attack, so every ray has disadvantage while a hostile creature that can see you is within 5 feet of you.

Did the 2024 rules change Scorching Ray?

No. The 2024 version still makes three rays of 2d6 fire damage, with one more ray per slot level above 2nd.

Scorching Ray compared with similar spells

SpellHow it compares
Magic Missile1st level: three darts of 1d4 + 1 force that never miss. Half the damage, none of the risk.
Shatter2nd level: 3d8 thunder in a 10-foot radius on a Constitution save. Better against groups and heavily armored foes.
Acid Arrow2nd level: 4d4 acid plus 2d4 more next turn, and half damage even on a miss. Steadier, lower damage.
Fireball3rd level: 8d6 fire on everyone in a 20-foot radius. Scorching Ray upcast to 3rd is usually better against one target; Fireball is better against three or more.

Classes that can cast Scorching Ray

ClassFirst availableSpellcasting ability
Sorcerer spells3rd character levelCharisma
Wizard spells3rd character levelIntelligence

Scorching Ray in the 2024 rules

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
120 feet
Components
V, S
Duration
Instantaneous
School
Evocation
Level
2
Classes
Sorcerer, Wizard

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 2nd-level evocation spells

Other fire spells

Browse: all 2nd-level spells · evocation spells · fire damage spells