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                        Returning 35 results for 'declared blast fireball'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                    Delayed Blast Fireball
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (a ball of bat guano and sulfur)
 Duration: Concentration, up to 1 minute
 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (a ball of bat guano and sulfur)
 Duration: Concentration, up to 1 minute
 A
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day
                                                
                                            
                                                
                                                     Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
                                                
                                            
                                                
                                                     attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Magic Resistance. Imix
                                                
                                            
                                                
                                                     has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
                                                
                                            
                                        
                                                    Diviner
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st
                                                
                                            
                                                
                                                    , mage armor
2nd level (3 slots): detect thoughts,* locate object,* scorching ray
3rd level (3 slots): clairvoyance,* fly, fireball
4th level (3 slots): arcane eye,* ice storm, stoneskin
5th level (2
                                                
                                            
                                        
                                                    Mind Flayer Lich (Illithilich)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill
                                                
                                            
                                                
                                                     target by extracting and devouring its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. The lich magically emits psychic energy in a 60-foot cone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Chapter 3: Fireball  Residents of Trollskull Alley are shaken by a loud whoosh, rattling windows, and the screams of city folk. A fireball spell has just detonated in the street, and the neighborhood
                                                
                                            
                                                
                                                     fireball goes off early in the morning, at a time when all the characters are in Trollskull Manor. Read aloud the following text to set the scene: Windows rattle as the roar of an explosion fills Trollskull
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast. Half Damage Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast. Half Damage Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                       Arcane Gate
 Chain Lightning
 Circle of Death
 
  Disintegrate
 Eyebite
 Globe of Invulnerability
Mass Suggestion
 Move Earth
 
  Sunbeam
 True Seeing
7th Level   Delayed Blast Fireball
                                                
                                            
                                                
                                                    
 Daylight
 Dispel Magic
 
  Fear
 Fireball
 Fly
 Gaseous Form
 Haste
Hypnotic Pattern
 Lightning Bolt
 Major Image
 Protection from Energy
 Sleet Storm
 
  Slow
 Stinking Cloud
 Tongues
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    After the Blast The characters have a few minutes to examine the crime scene before the City Guard arrives and cordons off Trollskull Alley, posting six guards at each entrance. The guards don’t
                                                
                                            
                                                
                                                     City Watch arrives. Lingering smoke from the fireball also attracts a Griffon Cavalry rider (see appendix B). As its griffon mount circles the neighborhood, the rider watches the streets and alleys for suspicious figures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 6th Level
 Chain Lightning
 Circle of Death
 Disintegrate
 Eyebite
 Globe of Invulnerability
 Mass Suggestion
 Move Earth
 Sunbeam
 True Seeing
 7th Level
 Delayed Blast Fireball
                                                
                                            
                                                
                                                    
 Blink
 Clairvoyance
 Counterspell
 Daylight
 Dispel Magic
 Fear
 Fireball
 Fly
 Gaseous Form
 Haste
 Hypnotic Pattern
 Lightning Bolt
 Major Image
 Protection from Energy
 Sleet Storm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
                                                
                                            
                                                
                                                     lich has prepared, plus the following: alarm, arcane lock, burning hands, charm person, clairvoyance, comprehend languages, cone of cold, delayed blast fireball, Evard’s black tentacles, fear, feeblemind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Eyewitnesses Many other people witnessed the fireball without being caught in the blast. Three of them have important information to share. Any character who spends at least 1 minute talking to one
                                                
                                            
                                                
                                                    ), relates the following information: “I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in
                                                
                                            
                                                
                                                     the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in
                                                
                                            
                                                
                                                     the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    What Renaer Knows At some point during their investigation, the characters might want to speak to Renaer Neverember about the fireball, given his own recent brush with the Zhentarim. Conversely, he
                                                
                                            
                                                
                                                     could decide to pay them a visit at their tavern. If he’s told that a gnome and two Zhents were killed in the blast, Renaer drops a bombshell: When the Lords of Waterdeep ousted my father, I thought
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Invulnerability
 Guards and Wards
 Magic Jar
 Mass Suggestion
 Move Earth
 Otto’s Irresistible Dance
 Programmed Illusion
 Sunbeam
 True Seeing
 Wall of Ice
 7th Level
 Delayed Blast Fireball
                                                
                                            
                                                
                                                     Invisibility
 Shatter
 Spider Climb
 Suggestion
 Web
 3rd Level
 Animate Dead
 Bestow Curse
 Blink
 Clairvoyance
 Counterspell
 Dispel Magic
 Fear
 Fireball
 Fly
 Gaseous Form
 Glyph
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    )
Saving Throws Int +14, Wis +11
 Skills Arcana +21, History +21, Perception +11
 Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
 Senses
                                                
                                            
                                                
                                                     and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
 Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Transmutation C Otiluke’s Freezing Sphere Evocation — Sunbeam Evocation C True Seeing Divination M   Level 7 Sorcerer Spells   Spell School Special   Delayed Blast Fireball Evocation C Etherealness
                                                
                                            
                                                
                                                     Transmutation — Clairvoyance Divination C, M Counterspell Abjuration — Daylight Evocation — Dispel Magic Abjuration — Fear Illusion C Fireball Evocation — Fly Transmutation C Gaseous Form Transmutation C Haste
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Transmutation C Otiluke’s Freezing Sphere Evocation — Sunbeam Evocation C True Seeing Divination M   Level 7 Sorcerer Spells   Spell School Special   Delayed Blast Fireball Evocation C Etherealness
                                                
                                            
                                                
                                                     Transmutation — Clairvoyance Divination C, M Counterspell Abjuration — Daylight Evocation — Dispel Magic Abjuration — Fear Illusion C Fireball Evocation — Fly Transmutation C Gaseous Form Transmutation C Haste
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     — Bestow Curse Necromancy C Blink Transmutation — Clairvoyance Divination C, M Counterspell Abjuration — Dispel Magic Abjuration — Fear Illusion C Fireball Evocation — Fly Transmutation C Gaseous Form
                                                
                                            
                                                
                                                     Enchantment — Move Earth Transmutation C Programmed Illusion Illusion M Sunbeam Evocation C True Seeing Divination M Wall of Ice Evocation C   Level 7 Wizard Spells   Spell School Special   Delayed Blast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     antimagic field, cloudkill, circle of death, delayed blast fireball, ice storm, legend lore, scrying, and symbol.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Seeing Divination M Wall of Ice Evocation C  MICHELE GIORGI  The Wizard Leomund studies spellbooks to prepare his magic  Level 7 Wizard Spells   Spell School Special   Delayed Blast Fireball Evocation
                                                
                                            
                                                
                                                     Divination C, M Counterspell Abjuration — Dispel Magic Abjuration — Fear Illusion C Feign Death Necromancy R Fireball Evocation — Fly Transmutation C Gaseous Form Transmutation C Glyph of Warding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
 At will: fireball, wall of
                                                
                                            
                                                
                                                     two flame blast attacks.
 Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.
 Flame Blast. Ranged Spell Attack: +12 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     hit with spell attacks). She can innately cast the following spells, requiring no material components:
 At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning
                                                
                                            
                                                
                                                     Khatesh has advantage on Constitution saving throws to maintain concentration.
 Actions
 Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
 Arcane Blast. Ranged Spell Attack: +18 to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     damage.
 Force Blast. Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up
                                                
                                            
                                                
                                                    , using Intelligence as the spellcasting ability (spell save DC 14):
 At will: dancing lights, mage hand, prestidigitation
 2/day each: fireball, mage armor, unseen servant
 1/day each: fly
                                                
                                            
                                        





