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.

Answer: spell DC matters more than slot level. A target with +0 DEX save eats almost twice as much damage per cast as one with +5, even on the same Fireball.

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 the same DC)?" Engine answer: at DC 17 vs +5 save, 10d6 (raw 35, post- save ~27) vs 8d8 (raw 36, post-save ~28) — they're effectively identical on damage, with Cone holding a ~3% raw edge and slightly lower variance from the single-die-size shape. Pick on damage type and area (line/cone vs sphere), not raw mean.

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%
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  • 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%
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  • 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%
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  • 130 0.63%
  • 131 0.00%
  • 132 1.34%
  • 133 0.00%
  • 134 0.00%
  • 135 1.28%
  • 136 0.71%
  • 137 0.00%
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  • 140 0.73%
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  • 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%
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  • 152 0.16%
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  • 154 1.54%
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  • 156 2.51%
  • 157 0.96%
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  • 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%
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  • 179 0.23%
  • 180 2.20%
  • 181 0.00%
  • 182 4.29%
  • 183 0.00%
  • 184 1.20%
  • 185 0.00%
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  • 187 3.54%
  • 188 2.35%
  • 189 0.00%
  • 190 0.15%
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  • 192 1.15%
  • 193 0.00%
  • 194 0.00%
  • 195 3.38%
  • 196 3.07%
  • 197 0.00%
  • 198 0.10%
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  • 200 2.11%
  • 201 0.07%
  • 202 3.92%
  • 203 0.00%
  • 204 0.53%
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  • 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%
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  • 220 0.22%
  • 221 1.00%
  • 222 0.00%
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  • 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%
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  • 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%
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  • 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%
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  • 264 0.29%
  • 265 0.05%
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  • 267 0.00%
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  • 270 0.43%
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  • 272 0.41%
  • 273 0.03%
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  • 275 0.00%
  • 276 0.00%
  • 277 0.30%
  • 278 0.01%
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  • 280 0.28%
  • 281 0.00%
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  • 284 0.00%
  • 285 0.20%
  • 286 0.06%
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  • 288 0.13%
  • 289 0.00%
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  • 292 0.12%
  • 293 0.00%
  • 294 0.03%
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  • 304 0.06%
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  • 307 0.04%
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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, and the save-for-half and resistance stack multiplicatively.

Where this matters in practice

The "DC matters more than slot level" finding has direct consequences for caster builds across systems and levels.

BG3 sorcerer feat picks. +1 to spell DC (via Resilient: Charisma or stat bumps) is worth more than upcasting Fireball one slot higher against typical CR-5+ targets. Against a +0 DEX save target, raising DC from 14 to 15 changes the fail rate from 60% to 65% — that's a +8% damage shift, more than the +14% of upcasting (+1d6 of expected damage on a 8d6 cast).

Targeting low-DEX enemies. AOE damage spells target groups, and group save means tend to be wide. Catching a +0-save creature in the AOE is roughly twice the per-target damage of catching a +5-save one — pick your targets with the D&D math hub's damage profiles.

Multi-spell turn economy. When the caster has a choice between Fireball and Lightning Bolt with the same slot, the same auto-hit-vs-roll question applies: which damage type survives the encounter's resistance profile?