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Delayed Blast Fireball

Level7SchoolEvocation

Level 7 · Evocation

  • Casting time: Action
  • Range: 150 feet
  • Components: V, S, M (a ball of bat guano and sulfure)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard
  • Saving throw: Dexterity
  • Damage type: Fire

Spell effect

A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration.

When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw.

A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.

The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.

If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw.

On a failed save, the spell ends, causing the bead to explode.

On a successful save, the creature can throw the bead up to 40 feet.

If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.

When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot

The base damage increases by 1d6 for each spell slot level above 7.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 260

Open the original rulebook — PDF page 260 — source PDF is not included in this player reference.