This post provides upcasting options for 5 more D&D spells, including everyone’s favorite Fireball.
You can find these spells and many more in our upcoming book, Upcasting: New options for casting spells at higher levels.
The book provides new options for spellcasters who want to add more flavor and powers to their favorite spells and cantrips.
At Higher Levels. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. The higher the spell slot expended, the more powerful the spell becomes. Most spells have several benefit options to choose from.
At Master Level. Even experienced adventurers don’t have many high level spell slots, so expending one on a lower level spell should be worthwhile. When you cast a lower level spell using a spell slot of 5th-7th level, you gain master level benefits in addition to the higher level benefit you chose.
At Epic Level. Only the mightiest spellcasters have 8th and 9th level spell slots, so using one is an epic move. When you cast a spell using a spell slot of 8th or 9th level, you gain epic level benefits in addition to the higher level benefit you chose.
Fireball
3rd level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose 1 option:
- The range increases by 20 feet for each slot level above 3rd.
or - The damage increases by 1d6 for each slot level above 3rd.
At Master Level. When you cast this spell using a spell slot of 5th-7th level, choose 1 option:
- The range increases by 20 feet for each slot level above 3rd.
or - The damage increases by 1d6 for each slot level above 3rd.
or - The area of effect increases by 5 feet for each slot level above 3rd.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, a creature that fails its Dexterity saving throw is also knocked prone. Also, choose 1 option:
- The range increases by 30 feet for each slot level above 3rd.
or - The damage increases by 1d6 for each slot level above 3rd.
or - The area of effect increases by 5 feet for each slot level above 3rd.
Classes: Sorcerer, Warlock, Wizard
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, choose 1 option:
- The range increases by 30 feet for each slot level.
or - The damage increases by 1d4 for each slot level.
Classes: Sorcerer, Wizard
Fire Shield
4th level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
At Master Level. When you cast this spell using a spell slot of 5th-7th level, choose 1 option:
- The duration increases by 2 minutes for each slot level above 4th.
or - The damage increases by 1d4 for each slot level above 4th.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the flames shed bright light in a 20 foot radius and dim light for an additional 20 feet. Also, choose 1 option:
- The duration increases by 2 minutes for each slot level above 4th.
or - The damage increases by 1d4 for each slot level above 4th.
Classes: Warlock, Wizard
Fire Storm
7th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, choose 1 option:
- The range increases by 50 feet for each slot level above 7th.
or - The area of effect increases by two 10 foot cubes for each slot level above 7th.
or - The damage increases by 2d10 for each slot level above 7th.
Classes: Cleric, Druid, Sorcerer
Flame Blade
2nd level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10 foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose 1 option:
- The damage increases by 1d6 for every two slot levels above 2nd.
or - The duration increases by 2 minutes for each slot level above 2nd.
Classes: Druid
Flame Strike
5th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Master Level. When you cast this spell using a spell slot of 6th or 7th level, choose 1 option:
- The fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
or - The range increases by 10 feet for each slot level above 5th.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the area of effect increases to a 15-foot-radius, 50-foot-high cylinder, and a creature that fails its Dexterity saving throw is also knocked prone. Also, choose 1 option:
- The fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
or - The range increases by 10 feet for each slot level above 5th.
Classes: Cleric, Warlock
Flaming Sphere
2nd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5 foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose 1 option:
- The range increases by 30 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd.
At Master Level. When you cast this spell using a spell slot of 5th-7th level, you can move the sphere up to 35 feet as a bonus action. Also, choose 1 option:
- The range increases by 30 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd.
or - The duration increases by 2 rounds (12 seconds) for each slot level above 2nd.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, you can move the sphere up to 40 feet as a bonus action. Also, choose 1 option:
- The range increases by 30 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd.
or - The duration increases by 2 rounds (12 seconds) for each slot level above 2nd.
Classes: Druid, Wizard
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