Spell Damage Calculator
Calculate average, expected, and critical spell damage factoring in save DCs and spell level efficiency.
About this calculator
Average damage on its own overstates what a saving-throw spell actually delivers, since a target who succeeds their save often takes half or no damage at all — this calculator's Expected Damage figure is the one that actually accounts for that. It starts from average dice damage (each die's average value, using the standard (sides+1)/2 formula, times dice count, plus any flat modifier), then works out the target's chance of failing their save by comparing your save DC against their save bonus: the roll they need on a d20 to succeed, converted to a probability, floored at 5% and capped at 95% to reflect that a natural 1 or natural 20 on the save die is commonly treated as an automatic failure or success. For spells that deal half damage on a successful save, like Fireball, expected damage blends full damage on a failed save with half damage on a successful one, weighted by each outcome's probability — for all-or-nothing spells, a successful save is treated as zero damage.
Maximum and minimum damage show the dice-roll extremes with no save applied, useful for gauging how swingy a spell's damage output is regardless of target save chance. Critical hit damage doubles the dice (not the flat modifier), matching the standard crit rule that only the randomized portion of damage benefits from a critical hit. Damage per spell slot level normalizes expected damage against the resource cost of casting it, which is the number worth comparing across spells of different levels to judge actual damage efficiency rather than raw output.
Inputs
Results
Expected Damage
21.7
How to Use This Calculator
- Enter the damage dice count and select the die type (d4–d12) the spell uses.
- Add any flat damage modifier and set the spell slot level (0 for cantrips).
- Set your spell save DC and the target's saving throw bonus, and choose whether the spell deals half damage on a successful save.
- Review the Expected Damage, which factors in the target's save failure chance, alongside the Average, Maximum, and Minimum Damage.
- Compare the Damage per Slot Level and Critical Hit Damage outputs to evaluate spell efficiency.
How the result changes with Damage Dice Count
| Damage Dice Count | Expected Damage |
|---|---|
| 4 | 10.85 |
| 6 | 16.27 |
| 12 | 32.55 |
| 20 | 54.25 |
What each input means
- Damage Dice Count
- Number of damage dice (e.g. 8 for Fireball's 8d6).
- Die Type
- Type of damage die.
- Damage Modifier
- Flat damage bonus (many spells have +0).
- Spell Slot Level
- Level of the spell slot used (0 for cantrips).
- Your Save DC
- Your spell save DC (8 + proficiency + ability mod).
- Target's Save Bonus
- Target's saving throw modifier.
- Half Damage on Save
- Whether the spell deals half damage on a successful save.
What each result means
- Expected Damage
- Average damage accounting for save probability.
How this is calculated
Worked example, using the default values
- Identify Input Parameters4 parametersDamage Dice Count = 8, Die Type = 6, Damage Modifier = 0, Spell Slot Level = 3 = 7 input(s) provided
- Calculate Expected DamageExpected Damage21.7 = 21.7
- Calculate AverageAverage28 = 28
- Calculate Maximum DamageMaximum Damage48 = 48
Engine last updated . Checked against 2 independently-derived tests — how we verify calculators. Built by Paul Gunder, a software engineer, not a licensed financial, medical, or legal professional.
Frequently Asked Questions
Why is Expected Damage lower than Average Damage for a save-for-half spell?
Average Damage assumes no save is attempted at all, while Expected Damage weights the outcome by the target's actual chance of failing versus succeeding their save. For a spell like Fireball that deals half damage on a success, Expected Damage blends full damage on a failed save with half damage on a successful one, which is almost always lower than the flat average.
Why are the failure chance bounds capped at 5% and 95% instead of going to 0% or 100%?
This reflects the common convention that a natural 1 on a saving throw always counts as a failure and a natural 20 always counts as a success, regardless of the actual modifiers involved — even an overwhelming save DC still leaves a 5% chance of a lucky natural 20 succeeding. This convention isn't universal across every rules variant, so check whether your table plays with or without it.
Why does Critical Hit Damage only double the dice and not the flat modifier?
Standard critical hit rules double the number of damage dice rolled, since a crit represents an especially devastating strike in the randomized portion of the damage, but the flat modifier — representing a consistent bonus like a stat modifier — stays the same regardless of whether the hit was a critical. This is why the formula doubles dice count but adds the modifier only once.
How should I use Damage per Slot Level to compare two different spells?
It divides expected damage by the spell slot level required to cast it, giving a rough efficiency figure for how much damage you're getting per unit of your limited spell slot resources. A lower-level spell with a similar per-level figure to a flashier higher-level spell may actually be the more resource-efficient choice, especially across a long adventuring day with limited slots.
Does a higher target save bonus always reduce expected damage the same amount?
A higher save bonus lowers the target's failure chance, which reduces expected damage, but how much it reduces depends on whether the spell deals half damage on a save or none at all — an all-or-nothing spell's expected damage swings more dramatically with save chance than a half-on-save spell, since a half-on-save spell has a damage floor even against a near-guaranteed save.
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