Melf’s minute meteors is a third level spell. It has a 10 minute spell duration and takes 1 action in total to activate. The range or area of melf’s minute meteors is defined as self with components V, M, and S*. Moreover, it belongs to Evocation school that follows DEX save attack model with Fire as their dominant damage effect.
In your space, you generate six small meteors. They float in the air and orbit you for the length of the spell. You can expend one or two of the meteors when you perform the spell — and as a bonus action on each of your subsequent turns — to send them hurtling toward a point or points within 120 feet of you. A meteor bursts when it reaches its destination or collides with a solid surface. Each creature within 5 feet of the meteor’s explosion must succeed on a Dexterity saving throw. On a failed save, a creature gets 2d6 fire damage, or half as much damage on a successful save.
You can expend one or two of the meteors when you perform the spell — and as a bonus action on each of your subsequent turns — to send them hurtling toward a point or points within 120 feet of you. A meteor bursts when it reaches its destination or collides with a solid surface. Each creature within 5 feet of the meteor’s explosion must succeed on a Dexterity saving throw.