DELAYED BLAST FIREBALL

Evocation level 7

STANDARD

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

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 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.

Components. A tiny ball of bat guano and sulfur.

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SPELL VARIANT #1

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

This spell variant works as the standard version. However, by using the components during the spellcasting, the spell gains the following enhancements:

  • The spell base damage is 12d8 in a 20-foot radius. If at the end of your turn the bead has not yet detonated, the damage increases by 1d8.
  • The explosion extends beyond the normal 20-foot radius. For each 20 feet of increment the explosion deals half the dice in fire damage until it deals one die of fire damage.
  • Any target within the first 20 feet of the explosion must make a Constitution saving throw or be knocked prone and stunned for 1 round.
  • You can imbue the Elemental Gem of Fire with the power of the spell. Doing so consumes the gem, but the fire damage is calculated with a d10 instead of a d8.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.

Components. Elemental Gem of Fire (not consumed), Flask of Fire Elemental‘s essence, Staff of Fire (not consumed, requires 1 charge).

SPELL VARIANT #2

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

This spell variant, instead of an explosion, creates an implosion that open a rift to the Elemental Plane of Fire. The implosion causes 12d6 fire damage to all creatures within 40 feet.

The gate lasts 1 week before closing again. The spellcaster has no control over the elemental gate or any creature that may cross it.

At Higher Levels. When you cast this spell using a 7th level spell slot, the gate remains open for 1 month. When you use an 8th level spell slot, the gate remains open for 1 year. When you use a 9th level spell slot, the gate is permanent and can be closed only by magical means.

Components. Elemental Gem of Fire, Ring of Elemental Command (not consumed).

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