A candlelit tavern table reading left-to-right: an adventurer's bracered hand at the far left resting on a piece of parchment, a single brass candlestick with one warm flame, a row of four settled forest-green d6 cubes showing rolled spell-damage values 5, 6, 4, and 6, and a single d20 tumbling mid-air to the right with a warm focal halo around it — the save attempt still in question.

Concepts → Save-for-half math

Save-for-half — when does Fireball's floor(damage / 2) actually decide the fight?

Fireball, Lightning Bolt, Cone of Cold, Cloudkill — every iconic damage spell at tier 2+ shares the same modulator: full damage on a failed save, half on a success. The dice are rolled once; the save halves the total, not each die. Worked out, the spell DC matters more than the slot level — and a target with a +0 DEX save eats almost twice as much damage per cast as one with +5.

The mechanic, briefly

Per RAW (PHB Saving Throws section): when a damage spell calls for a saving throw, roll the damage dice once. Each target makes their save. On a failed save, the target takes the full rolled damage. On a successful save, the target takes floor(damage / 2) — half of the same total, not half the dice rolled separately.

Subtlety: the floor is on the total, not per-die. A Fireball that rolls [1, 6, 3, 5, 4, 2, 6, 1] = 28 deals 28 on fail and 14 on save, not "round each die down then sum." The engine matches RAW: the per-attempt distribution mixes the full dmg distribution with a per-outcome floor(x/2) transformation of the same.

Save probability is the standard 5e formula: P(save) = clamp((21 + save_bonus − DC) / 20, 0, 1). No nat-1 auto-fail, no nat-20 auto-success on standard saves (that's for attacks; death saves are separate).

The headline panel — Fireball at DC 15 vs +5 DEX

Standard 3rd-level slot Fireball (8d6) against a CR-5 monster with +5 DEX save (P(save) = 11/20 = 55%). The left panel shows the raw 8d6 distribution (mean 28, range 8–48); the right shows the post-save distribution (full mass on fail, halved mass on save):

8d6
min 8 max 48 mean 28.00 28
  • 8 0.00%
  • 9 0.00%
  • 10 0.00%
  • 11 0.01%
  • 12 0.02%
  • 13 0.05%
  • 14 0.10%
  • 15 0.20%
  • 16 0.37%
  • 17 0.62%
  • 18 1.00%
  • 19 1.52%
  • 20 2.18%
  • 21 2.99%
  • 22 3.92%
  • 23 4.90%
  • 24 5.88%
  • 25 6.77%
  • 26 7.48%
  • 27 7.94%
  • 28 8.09%
  • 29 7.94%
  • 30 7.48%
  • 31 6.77%
  • 32 5.88%
  • 33 4.90%
  • 34 3.92%
  • 35 2.99%
  • 36 2.18%
  • 37 1.52%
  • 38 1.00%
  • 39 0.62%
  • 40 0.37%
  • 41 0.20%
  • 42 0.10%
  • 43 0.05%
  • 44 0.02%
  • 45 0.01%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
8d6 save +5 DC15
min 4 max 48 mean 20.16 1613/80
  • 4 0.00%
  • 5 0.01%
  • 6 0.04%
  • 7 0.17%
  • 8 0.54%
  • 9 1.39%
  • 10 2.85%
  • 11 4.86%
  • 12 6.97%
  • 13 8.50%
  • 14 8.86%
  • 15 7.93%
  • 16 6.10%
  • 17 4.08%
  • 18 2.49%
  • 19 1.58%
  • 20 1.29%
  • 21 1.43%
  • 22 1.78%
  • 23 2.21%
  • 24 2.65%
  • 25 3.05%
  • 26 3.36%
  • 27 3.57%
  • 28 3.64%
  • 29 3.57%
  • 30 3.36%
  • 31 3.05%
  • 32 2.65%
  • 33 2.21%
  • 34 1.76%
  • 35 1.35%
  • 36 0.98%
  • 37 0.68%
  • 38 0.45%
  • 39 0.28%
  • 40 0.16%
  • 41 0.09%
  • 42 0.05%
  • 43 0.02%
  • 44 0.01%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%

The post-save distribution has support down to 4 (floor(8/2) = the all-1s save outcome) — half-on-save means the lower half of the support fills with 55% of the mass weight. Mean drops from 28 (always full) to roughly 20.3 (55% half + 45% full = 0.55·14 + 0.45·28 ≈ 7.7 + 12.6 ≈ 20.3, modulo floor effects).

The DC table — where the spell lands

P(save) varies linearly with the spread between save bonus and DC. Mean per-target damage is P(fail)·E[dmg] + P(save)·E[floor(dmg/2)] — for symmetric dice the expected halved-damage approximates E[dmg]/2 with a small floor correction.

DC Save bonus P(save) E[damage] per cast vs raw 28 (no save)
13 +0 40% ≈ 22.4 −5.6
13 +5 65% ≈ 18.9 −9.1
15 +0 30% ≈ 23.8 −4.2
15 +5 55% ≈ 20.3 −7.7
17 +0 20% ≈ 25.2 −2.8
17 +5 45% ≈ 21.7 −6.3

Pattern: every 5 points of DC over the target's bonus halves the save chance, which roughly halves the save-erasure of damage. A Fireball at DC 15 vs +0 (low-tier minions) loses ~15% of mean damage to the save mass; vs +5 (CR-5 monsters) it loses ~28%. Push the DC, recover most of the loss.

Save-or-suck — the binary cousin

Some spells use the same save mechanic but with a binary outcome: full effect on fail, nothing on success. Hold Person, Banishment, Tasha's Hideous Laughter, lots of cantrip-tier controls. The engine models this as the zero on-success flag. P(save) becomes the probability the spell does nothing; P(fail) is the probability of full effect.

Per-cast expected damage for save-or-suck is just P(fail) · E[dmg] — no half-mass redistribution, just a binary on/off. Compare:

8d6 save +5 DC15
min 4 max 48 mean 20.16 1613/80
  • 4 0.00%
  • 5 0.01%
  • 6 0.04%
  • 7 0.17%
  • 8 0.54%
  • 9 1.39%
  • 10 2.85%
  • 11 4.86%
  • 12 6.97%
  • 13 8.50%
  • 14 8.86%
  • 15 7.93%
  • 16 6.10%
  • 17 4.08%
  • 18 2.49%
  • 19 1.58%
  • 20 1.29%
  • 21 1.43%
  • 22 1.78%
  • 23 2.21%
  • 24 2.65%
  • 25 3.05%
  • 26 3.36%
  • 27 3.57%
  • 28 3.64%
  • 29 3.57%
  • 30 3.36%
  • 31 3.05%
  • 32 2.65%
  • 33 2.21%
  • 34 1.76%
  • 35 1.35%
  • 36 0.98%
  • 37 0.68%
  • 38 0.45%
  • 39 0.28%
  • 40 0.16%
  • 41 0.09%
  • 42 0.05%
  • 43 0.02%
  • 44 0.01%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
1d6 save +1 DC13 zero
min 0 max 6 mean 1.93 77/40
  • 0 45.00%
  • 1 9.17%
  • 2 9.17%
  • 3 9.17%
  • 4 9.17%
  • 5 9.17%
  • 6 9.17%

The save-or-suck panel has 9/20 = 45% mass at 0 (the save succeeded) and the remaining 55% spread per the 1d6 distribution. No half-zone in between.

Trade-off: save-or-suck has higher per-failed-save payoff (full effect with no half-tax) but a hard zero on success. Save-or-suck dominates when P(save) is low — against poor-save targets (CR-1 humanoids, swarms), the binary nature of the effect eats a smaller share of the expected value than save-for-half does.

Upcasting — the slot tradeoff

Fireball adds 1d6 per slot level above 3rd. Upcast at 5th (10d6), at 7th (12d6), etc. Each die adds mean +3.5 to raw damage — but the save-for-half tax reduces the effective contribution. At DC 15 vs +5 save (P(save) = 55%), each added die contributes 0.45·3.5 + 0.55·1.75 ≈ 2.54 effective mean per cast.

8d6 save +5 DC15
min 4 max 48 mean 20.16 1613/80
  • 4 0.00%
  • 5 0.01%
  • 6 0.04%
  • 7 0.17%
  • 8 0.54%
  • 9 1.39%
  • 10 2.85%
  • 11 4.86%
  • 12 6.97%
  • 13 8.50%
  • 14 8.86%
  • 15 7.93%
  • 16 6.10%
  • 17 4.08%
  • 18 2.49%
  • 19 1.58%
  • 20 1.29%
  • 21 1.43%
  • 22 1.78%
  • 23 2.21%
  • 24 2.65%
  • 25 3.05%
  • 26 3.36%
  • 27 3.57%
  • 28 3.64%
  • 29 3.57%
  • 30 3.36%
  • 31 3.05%
  • 32 2.65%
  • 33 2.21%
  • 34 1.76%
  • 35 1.35%
  • 36 0.98%
  • 37 0.68%
  • 38 0.45%
  • 39 0.28%
  • 40 0.16%
  • 41 0.09%
  • 42 0.05%
  • 43 0.02%
  • 44 0.01%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
10d6 save +5 DC17
min 5 max 60 mean 27.01 2161/80
  • 5 0.00%
  • 6 0.00%
  • 7 0.00%
  • 8 0.01%
  • 9 0.05%
  • 10 0.17%
  • 11 0.47%
  • 12 1.05%
  • 13 2.00%
  • 14 3.29%
  • 15 4.71%
  • 16 5.90%
  • 17 6.50%
  • 18 6.31%
  • 19 5.40%
  • 20 4.08%
  • 21 2.75%
  • 22 1.70%
  • 23 1.06%
  • 24 0.82%
  • 25 0.85%
  • 26 1.07%
  • 27 1.40%
  • 28 1.79%
  • 29 2.23%
  • 30 2.67%
  • 31 3.09%
  • 32 3.46%
  • 33 3.75%
  • 34 3.93%
  • 35 4.00%
  • 36 3.93%
  • 37 3.75%
  • 38 3.46%
  • 39 3.09%
  • 40 2.67%
  • 41 2.23%
  • 42 1.79%
  • 43 1.40%
  • 44 1.05%
  • 45 0.76%
  • 46 0.52%
  • 47 0.35%
  • 48 0.22%
  • 49 0.13%
  • 50 0.08%
  • 51 0.04%
  • 52 0.02%
  • 53 0.01%
  • 54 0.00%
  • 55 0.00%
  • 56 0.00%
  • 57 0.00%
  • 58 0.00%
  • 59 0.00%
  • 60 0.00%

Upcasting Fireball from 3rd (8d6) to 5th-level slot (10d6) ALSO usually means a higher caster level → typically +1 to DC (for prepared casters who upcast at higher proficiency). The DC bump compounds: more raw damage AND a smaller P(save). The right panel shows 10d6 at DC 17 — both effects stacked.

The slot-level question players ask: "Should I upcast Fireball to 5th level instead of casting Cone of Cold (8d8 at DC same)?" Engine answer: at DC 17 vs +5 save, 10d6 (mean ~28) vs 8d8 (mean ~31.5) gives Cone the raw edge — but Cone's tighter single-die-size distribution has lower variance, which matters less per-cast than total damage. Both are within ~10% mean DPS per slot.

The AOE multiplier — why DEX +0 minions are Fireball food

Per-cast damage scales with target count. Per RAW the dice are rolled once and each target saves independently — so the per-cast distribution isn't a simple convolution; it's the joint distribution of one shared damage roll and N independent Bernoulli saves. The engine computes this exactly via the t<N> postfix on save expressions.

Same Fireball, three pod sizes, all at DC 15 vs +5 DEX save:

8d6 save +5 DC15
min 4 max 48 mean 20.16 1613/80
  • 4 0.00%
  • 5 0.01%
  • 6 0.04%
  • 7 0.17%
  • 8 0.54%
  • 9 1.39%
  • 10 2.85%
  • 11 4.86%
  • 12 6.97%
  • 13 8.50%
  • 14 8.86%
  • 15 7.93%
  • 16 6.10%
  • 17 4.08%
  • 18 2.49%
  • 19 1.58%
  • 20 1.29%
  • 21 1.43%
  • 22 1.78%
  • 23 2.21%
  • 24 2.65%
  • 25 3.05%
  • 26 3.36%
  • 27 3.57%
  • 28 3.64%
  • 29 3.57%
  • 30 3.36%
  • 31 3.05%
  • 32 2.65%
  • 33 2.21%
  • 34 1.76%
  • 35 1.35%
  • 36 0.98%
  • 37 0.68%
  • 38 0.45%
  • 39 0.28%
  • 40 0.16%
  • 41 0.09%
  • 42 0.05%
  • 43 0.02%
  • 44 0.01%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
8d6 save +5 DC15 t4
min 16 max 192 mean 80.65 1613/20
  • 16 0.00%
  • 17 0.00%
  • 18 0.00%
  • 19 0.00%
  • 20 0.00%
  • 21 0.00%
  • 22 0.00%
  • 23 0.00%
  • 24 0.01%
  • 25 0.00%
  • 26 0.00%
  • 27 0.00%
  • 28 0.03%
  • 29 0.00%
  • 30 0.01%
  • 31 0.01%
  • 32 0.09%
  • 33 0.00%
  • 34 0.00%
  • 35 0.03%
  • 36 0.30%
  • 37 0.00%
  • 38 0.02%
  • 39 0.00%
  • 40 0.58%
  • 41 0.19%
  • 42 0.04%
  • 43 0.00%
  • 44 0.88%
  • 45 0.31%
  • 46 0.45%
  • 47 0.00%
  • 48 1.29%
  • 49 0.02%
  • 50 0.88%
  • 51 0.90%
  • 52 1.45%
  • 53 0.00%
  • 54 0.37%
  • 55 1.17%
  • 56 3.57%
  • 57 0.00%
  • 58 0.00%
  • 59 0.13%
  • 60 3.88%
  • 61 2.03%
  • 62 1.10%
  • 63 0.20%
  • 64 1.00%
  • 65 2.24%
  • 66 4.12%
  • 67 0.00%
  • 68 2.46%
  • 69 0.00%
  • 70 2.86%
  • 71 2.38%
  • 72 2.54%
  • 73 0.60%
  • 74 2.49%
  • 75 2.24%
  • 76 2.24%
  • 77 0.79%
  • 78 2.75%
  • 79 0.00%
  • 80 5.80%
  • 81 1.47%
  • 82 0.00%
  • 83 0.00%
  • 84 4.29%
  • 85 1.17%
  • 86 3.81%
  • 87 1.36%
  • 88 0.16%
  • 89 0.00%
  • 90 3.40%
  • 91 1.95%
  • 92 2.69%
  • 93 0.00%
  • 94 1.59%
  • 95 0.30%
  • 96 2.59%
  • 97 0.00%
  • 98 3.43%
  • 99 0.00%
  • 100 0.39%
  • 101 1.65%
  • 102 1.44%
  • 103 0.00%
  • 104 1.41%
  • 105 1.53%
  • 106 0.01%
  • 107 0.00%
  • 108 2.49%
  • 109 0.00%
  • 110 0.56%
  • 111 0.00%
  • 112 1.51%
  • 113 0.00%
  • 114 0.37%
  • 115 0.98%
  • 116 0.55%
  • 117 0.00%
  • 118 0.00%
  • 119 0.79%
  • 120 0.44%
  • 121 0.00%
  • 122 0.67%
  • 123 0.00%
  • 124 0.28%
  • 125 0.00%
  • 126 0.48%
  • 127 0.00%
  • 128 0.26%
  • 129 0.30%
  • 130 0.00%
  • 131 0.00%
  • 132 0.21%
  • 133 0.20%
  • 134 0.00%
  • 135 0.00%
  • 136 0.29%
  • 137 0.00%
  • 138 0.00%
  • 139 0.00%
  • 140 0.20%
  • 141 0.00%
  • 142 0.00%
  • 143 0.04%
  • 144 0.09%
  • 145 0.00%
  • 146 0.00%
  • 147 0.02%
  • 148 0.06%
  • 149 0.00%
  • 150 0.01%
  • 151 0.00%
  • 152 0.04%
  • 153 0.00%
  • 154 0.00%
  • 155 0.00%
  • 156 0.03%
  • 157 0.00%
  • 158 0.00%
  • 159 0.00%
  • 160 0.02%
  • 161 0.00%
  • 162 0.00%
  • 163 0.00%
  • 164 0.01%
  • 165 0.00%
  • 166 0.00%
  • 167 0.00%
  • 168 0.00%
  • 169 0.00%
  • 170 0.00%
  • 171 0.00%
  • 172 0.00%
  • 173 0.00%
  • 174 0.00%
  • 175 0.00%
  • 176 0.00%
  • 177 0.00%
  • 178 0.00%
  • 179 0.00%
  • 180 0.00%
  • 181 0.00%
  • 182 0.00%
  • 183 0.00%
  • 184 0.00%
  • 185 0.00%
  • 186 0.00%
  • 187 0.00%
  • 188 0.00%
  • 189 0.00%
  • 190 0.00%
  • 191 0.00%
  • 192 0.00%

Single target (left) caps at 48; four targets (right) extends to 192. Per-cast mean grows roughly linearly with N — but the shape changes too: more targets means narrower relative spread (CLT in action across the binomial-of-saves).

Same Fireball against weak minions (DEX +0) shows the AOE payoff at its peak — P(save) drops to 30%, mean per target jumps from ~20 to ~24, and 8 of them eats most of the pod's HP in one cast:

8d6 save +0 DC15 t4
min 16 max 192 mean 94.90 949/10
  • 16 0.00%
  • 17 0.00%
  • 18 0.00%
  • 19 0.00%
  • 20 0.00%
  • 21 0.00%
  • 22 0.00%
  • 23 0.00%
  • 24 0.00%
  • 25 0.00%
  • 26 0.00%
  • 27 0.00%
  • 28 0.00%
  • 29 0.00%
  • 30 0.00%
  • 31 0.00%
  • 32 0.01%
  • 33 0.00%
  • 34 0.00%
  • 35 0.01%
  • 36 0.04%
  • 37 0.00%
  • 38 0.02%
  • 39 0.00%
  • 40 0.07%
  • 41 0.05%
  • 42 0.03%
  • 43 0.00%
  • 44 0.13%
  • 45 0.10%
  • 46 0.11%
  • 47 0.00%
  • 48 0.20%
  • 49 0.04%
  • 50 0.33%
  • 51 0.23%
  • 52 0.22%
  • 53 0.00%
  • 54 0.26%
  • 55 0.30%
  • 56 1.08%
  • 57 0.00%
  • 58 0.00%
  • 59 0.26%
  • 60 1.19%
  • 61 0.51%
  • 62 0.79%
  • 63 0.41%
  • 64 0.18%
  • 65 0.57%
  • 66 2.26%
  • 67 0.00%
  • 68 1.50%
  • 69 0.00%
  • 70 1.51%
  • 71 0.60%
  • 72 1.83%
  • 73 1.23%
  • 74 1.79%
  • 75 0.57%
  • 76 0.89%
  • 77 1.61%
  • 78 1.98%
  • 79 0.00%
  • 80 5.09%
  • 81 0.37%
  • 82 0.00%
  • 83 0.00%
  • 84 5.28%
  • 85 0.30%
  • 86 2.33%
  • 87 2.79%
  • 88 0.94%
  • 89 0.00%
  • 90 2.14%
  • 91 3.19%
  • 92 2.97%
  • 93 0.00%
  • 94 3.27%
  • 95 0.08%
  • 96 3.02%
  • 97 0.00%
  • 98 4.63%
  • 99 0.00%
  • 100 1.65%
  • 101 3.28%
  • 102 1.04%
  • 103 0.00%
  • 104 2.59%
  • 105 3.09%
  • 106 0.00%
  • 107 0.00%
  • 108 5.27%
  • 109 0.00%
  • 110 0.40%
  • 111 0.00%
  • 112 4.36%
  • 113 0.00%
  • 114 0.26%
  • 115 2.02%
  • 116 2.07%
  • 117 0.00%
  • 118 0.00%
  • 119 1.61%
  • 120 1.89%
  • 121 0.00%
  • 122 1.29%
  • 123 0.00%
  • 124 1.63%
  • 125 0.00%
  • 126 0.93%
  • 127 0.00%
  • 128 1.43%
  • 129 0.62%
  • 130 0.00%
  • 131 0.00%
  • 132 1.18%
  • 133 0.41%
  • 134 0.00%
  • 135 0.00%
  • 136 1.20%
  • 137 0.00%
  • 138 0.00%
  • 139 0.00%
  • 140 0.87%
  • 141 0.00%
  • 142 0.00%
  • 143 0.08%
  • 144 0.52%
  • 145 0.00%
  • 146 0.00%
  • 147 0.04%
  • 148 0.36%
  • 149 0.00%
  • 150 0.02%
  • 151 0.00%
  • 152 0.24%
  • 153 0.00%
  • 154 0.01%
  • 155 0.00%
  • 156 0.15%
  • 157 0.00%
  • 158 0.00%
  • 159 0.00%
  • 160 0.09%
  • 161 0.00%
  • 162 0.00%
  • 163 0.00%
  • 164 0.05%
  • 165 0.00%
  • 166 0.00%
  • 167 0.00%
  • 168 0.02%
  • 169 0.00%
  • 170 0.00%
  • 171 0.00%
  • 172 0.01%
  • 173 0.00%
  • 174 0.00%
  • 175 0.00%
  • 176 0.00%
  • 177 0.00%
  • 178 0.00%
  • 179 0.00%
  • 180 0.00%
  • 181 0.00%
  • 182 0.00%
  • 183 0.00%
  • 184 0.00%
  • 185 0.00%
  • 186 0.00%
  • 187 0.00%
  • 188 0.00%
  • 189 0.00%
  • 190 0.00%
  • 191 0.00%
  • 192 0.00%
8d6 save +0 DC15 t8
min 32 max 384 mean 189.80 949/5
  • 32 0.00%
  • 33 0.00%
  • 34 0.00%
  • 35 0.00%
  • 36 0.00%
  • 37 0.00%
  • 38 0.00%
  • 39 0.00%
  • 40 0.00%
  • 41 0.00%
  • 42 0.00%
  • 43 0.00%
  • 44 0.00%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
  • 49 0.00%
  • 50 0.00%
  • 51 0.00%
  • 52 0.00%
  • 53 0.00%
  • 54 0.00%
  • 55 0.00%
  • 56 0.00%
  • 57 0.00%
  • 58 0.00%
  • 59 0.00%
  • 60 0.00%
  • 61 0.00%
  • 62 0.00%
  • 63 0.00%
  • 64 0.00%
  • 65 0.00%
  • 66 0.00%
  • 67 0.00%
  • 68 0.00%
  • 69 0.00%
  • 70 0.00%
  • 71 0.00%
  • 72 0.01%
  • 73 0.00%
  • 74 0.00%
  • 75 0.00%
  • 76 0.01%
  • 77 0.00%
  • 78 0.00%
  • 79 0.00%
  • 80 0.01%
  • 81 0.00%
  • 82 0.01%
  • 83 0.01%
  • 84 0.02%
  • 85 0.00%
  • 86 0.00%
  • 87 0.00%
  • 88 0.05%
  • 89 0.00%
  • 90 0.03%
  • 91 0.06%
  • 92 0.02%
  • 93 0.00%
  • 94 0.00%
  • 95 0.00%
  • 96 0.10%
  • 97 0.01%
  • 98 0.03%
  • 99 0.05%
  • 100 0.11%
  • 101 0.00%
  • 102 0.10%
  • 103 0.00%
  • 104 0.16%
  • 105 0.02%
  • 106 0.00%
  • 107 0.00%
  • 108 0.14%
  • 109 0.17%
  • 110 0.14%
  • 111 0.00%
  • 112 0.41%
  • 113 0.14%
  • 114 0.00%
  • 115 0.00%
  • 116 0.00%
  • 117 0.26%
  • 118 0.19%
  • 119 0.00%
  • 120 0.44%
  • 121 0.18%
  • 122 0.45%
  • 123 0.00%
  • 124 0.64%
  • 125 0.00%
  • 126 0.31%
  • 127 0.13%
  • 128 0.02%
  • 129 0.00%
  • 130 0.63%
  • 131 0.00%
  • 132 1.34%
  • 133 0.00%
  • 134 0.00%
  • 135 1.28%
  • 136 0.71%
  • 137 0.00%
  • 138 0.00%
  • 139 0.00%
  • 140 0.73%
  • 141 0.00%
  • 142 0.38%
  • 143 1.34%
  • 144 0.87%
  • 145 0.01%
  • 146 1.26%
  • 147 0.00%
  • 148 2.17%
  • 149 0.00%
  • 150 0.51%
  • 151 0.00%
  • 152 0.16%
  • 153 0.00%
  • 154 1.54%
  • 155 0.00%
  • 156 2.51%
  • 157 0.96%
  • 158 0.00%
  • 159 0.00%
  • 160 2.72%
  • 161 1.72%
  • 162 0.05%
  • 163 0.00%
  • 164 0.00%
  • 165 1.12%
  • 166 0.00%
  • 167 0.00%
  • 168 3.33%
  • 169 1.90%
  • 170 0.04%
  • 171 0.00%
  • 172 2.08%
  • 173 0.00%
  • 174 4.02%
  • 175 0.00%
  • 176 0.50%
  • 177 0.00%
  • 178 0.00%
  • 179 0.23%
  • 180 2.20%
  • 181 0.00%
  • 182 4.29%
  • 183 0.00%
  • 184 1.20%
  • 185 0.00%
  • 186 0.00%
  • 187 3.54%
  • 188 2.35%
  • 189 0.00%
  • 190 0.15%
  • 191 0.00%
  • 192 1.15%
  • 193 0.00%
  • 194 0.00%
  • 195 3.38%
  • 196 3.07%
  • 197 0.00%
  • 198 0.10%
  • 199 0.00%
  • 200 2.11%
  • 201 0.07%
  • 202 3.92%
  • 203 0.00%
  • 204 0.53%
  • 205 0.00%
  • 206 0.00%
  • 207 0.00%
  • 208 2.33%
  • 209 0.05%
  • 210 3.82%
  • 211 0.00%
  • 212 0.03%
  • 213 1.25%
  • 214 0.00%
  • 215 0.00%
  • 216 2.76%
  • 217 1.57%
  • 218 0.00%
  • 219 0.00%
  • 220 0.22%
  • 221 1.00%
  • 222 0.00%
  • 223 0.01%
  • 224 2.21%
  • 225 1.48%
  • 226 0.76%
  • 227 0.00%
  • 228 0.14%
  • 229 0.00%
  • 230 1.45%
  • 231 0.00%
  • 232 1.88%
  • 233 0.00%
  • 234 0.56%
  • 235 0.00%
  • 236 0.00%
  • 237 0.00%
  • 238 1.16%
  • 239 0.39%
  • 240 1.64%
  • 241 0.00%
  • 242 0.00%
  • 243 0.00%
  • 244 0.91%
  • 245 0.00%
  • 246 0.00%
  • 247 1.22%
  • 248 0.39%
  • 249 0.00%
  • 250 0.00%
  • 251 0.00%
  • 252 0.82%
  • 253 0.00%
  • 254 0.00%
  • 255 0.77%
  • 256 0.35%
  • 257 0.00%
  • 258 0.45%
  • 259 0.00%
  • 260 0.09%
  • 261 0.00%
  • 262 0.59%
  • 263 0.00%
  • 264 0.29%
  • 265 0.05%
  • 266 0.30%
  • 267 0.00%
  • 268 0.00%
  • 269 0.00%
  • 270 0.43%
  • 271 0.00%
  • 272 0.41%
  • 273 0.03%
  • 274 0.00%
  • 275 0.00%
  • 276 0.00%
  • 277 0.30%
  • 278 0.01%
  • 279 0.00%
  • 280 0.28%
  • 281 0.00%
  • 282 0.00%
  • 283 0.00%
  • 284 0.00%
  • 285 0.20%
  • 286 0.06%
  • 287 0.00%
  • 288 0.13%
  • 289 0.00%
  • 290 0.00%
  • 291 0.00%
  • 292 0.12%
  • 293 0.00%
  • 294 0.03%
  • 295 0.00%
  • 296 0.09%
  • 297 0.00%
  • 298 0.00%
  • 299 0.00%
  • 300 0.09%
  • 301 0.00%
  • 302 0.00%
  • 303 0.00%
  • 304 0.06%
  • 305 0.00%
  • 306 0.00%
  • 307 0.04%
  • 308 0.01%
  • 309 0.00%
  • 310 0.00%
  • 311 0.00%
  • 312 0.04%
  • 313 0.00%
  • 314 0.00%
  • 315 0.02%
  • 316 0.00%
  • 317 0.00%
  • 318 0.00%
  • 319 0.00%
  • 320 0.02%
  • 321 0.00%
  • 322 0.01%
  • 323 0.00%
  • 324 0.00%
  • 325 0.00%
  • 326 0.00%
  • 327 0.00%
  • 328 0.01%
  • 329 0.00%
  • 330 0.00%
  • 331 0.00%
  • 332 0.00%
  • 333 0.00%
  • 334 0.00%
  • 335 0.00%
  • 336 0.01%
  • 337 0.00%
  • 338 0.00%
  • 339 0.00%
  • 340 0.00%
  • 341 0.00%
  • 342 0.00%
  • 343 0.00%
  • 344 0.00%
  • 345 0.00%
  • 346 0.00%
  • 347 0.00%
  • 348 0.00%
  • 349 0.00%
  • 350 0.00%
  • 351 0.00%
  • 352 0.00%
  • 353 0.00%
  • 354 0.00%
  • 355 0.00%
  • 356 0.00%
  • 357 0.00%
  • 358 0.00%
  • 359 0.00%
  • 360 0.00%
  • 361 0.00%
  • 362 0.00%
  • 363 0.00%
  • 364 0.00%
  • 365 0.00%
  • 366 0.00%
  • 367 0.00%
  • 368 0.00%
  • 369 0.00%
  • 370 0.00%
  • 371 0.00%
  • 372 0.00%
  • 373 0.00%
  • 374 0.00%
  • 375 0.00%
  • 376 0.00%
  • 377 0.00%
  • 378 0.00%
  • 379 0.00%
  • 380 0.00%
  • 381 0.00%
  • 382 0.00%
  • 383 0.00%
  • 384 0.00%

Common scenarios, computed by the engine:

  • One CR-5 monster (DEX +5): per-cast mean ≈ 20. Equivalent slot single-target spell often wins.
  • Pod of 4 humanoids (DEX +1, DC 15 → P(save) = 35%): per-cast mean ≈ 92. Single-target spells lose by roughly 4×.
  • Swarm of 8 minions (DEX +0, DC 15 → P(save) = 30%): per-cast mean ≈ 190. The cleric should let the wizard spend a 3rd-slot here even if MM seems "more reliable."

Rule of thumb: Fireball stops being worth the slot against ≤2 high-save targets and starts being worth it against ≥3 low-save targets. The crossover is roughly at 2-3 targets when DC vs save_bonus is even.

Try it yourself

Drag the HP slider in any /vs view. The save-modulated panel's kill-probability column reflects the post-save distribution — so "P(finish 30 HP)" tells you the per-cast kill probability against a target at that HP, accounting for the save-for-half mass redistribution.

Common questions

Does Fireball halve each die or the total?
The total. A Fireball that rolls 8d6 = 30 deals 30 on a failed save and floor(30/2) = 15 on a successful one. The dice are rolled once per cast; the save just halves the total. Per RAW (PHB Saving Throws section), this is a single integer floor on the summed damage.
How much does upcasting Fireball actually help?
Each level of upcasting adds 1d6 (mean +3.5 raw damage). At DC 15 with a +5 save bonus (P(save) = 55%), the per-cast mean increase is roughly 3.5 × 0.725 = 2.5 — about half the raw die's contribution gets erased by the save-for-half mass. The slot-vs-damage tradeoff stays in MM's favour for single-target situations, but Fireball's edge grows with target count.
When does save-or-suck (Hold Person) beat save-for-half (Fireball)?
Save-or-suck has a higher payoff per failed save (full effect, no half) but zero on success — so it dominates when P(save fail) is high enough that the binary outcome beats Fireball's reliable-half-on-save. Roughly: against a target with a poor save (P(save) ≤ 30%), save-or-suck control spells often beat damage spells of the same slot for action-economy disruption.

Adjacent reading: Variance and kill probability — the underlying threshold-vs-mean argument that explains why save-for-half changes per-target kill probability more than mean alone suggests. Magic Missile vs Scorching Ray — the single-target slot-cost question Fireball complements at the AOE end. Split damage and resistance — Fireball's fire damage gets halved AGAIN by fire-resistant targets; the save-for-half and resistance stack multiplicatively.