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Delayed Blast Fireball

Evocation
Level: 7th-level
Casting Time: 1 action
Range: 150 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur.

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make 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. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Concentration

Spell Details

School: Evocation
Level: 7
Ritual: No
Concentration: Yes
Classes: Sorcerer, Wizard
A-Tier Delayed Blast Fireball offers superior damage potential and tactical flexibility compared to standard Fireball, making it a top-tier choice for experienced casters.

Player Guide

Position the bead in chokepoints or areas where enemies are likely to cluster, then maintain concentration while enemies waste resources trying to avoid it. Use the bead as a threatening presence that forces enemies into poor positioning or commits them to breaking your concentration. On your final turn before losing concentration or when enemies are optimally positioned, detonate the bead for guaranteed 12d6 damage (average 42), or 13d6 if your concentration was broken by an enemy spell.

DM Tips

Clarify with your player whether they're using a bonus action or action to detonate, and track concentration carefully since the bead persists only while concentration is maintained. The bonus damage die from concentration-breaking applies only when an enemy's spell actually breaks it—not from other sources of concentration loss.