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.
* - (a tiny ball of bat guano and sulfur)
So years ago my DM created an encounter specifically so she could cast this spell. Unfortunately they forgot that the magic item they game just before the encounter me gave fire immunity rather than fire resistance as they thought it did. So we had an amusing 10-60 minute discussion (on and off, it was years ago some details are fuzzy) about what would happen if my fire immune 6-intelegence half orc barbarian just ATE the Delayed Blast Fireball. And I mean that quite literally, grab it, throw it in my mouth, and try to swallow before it exploded. We were going back and forth on the "rules as written" answer of either I take no damage or my mouth gives the fireball directionality or I take some amount of force damage as the fireball tries to expand but only encounters non-flammable material in a space much smaller than a 20-foot-radius. Ultimately we decided I wouldn't do that to save us the head ache of "WTH happens?" But I am curious what other people think would happen. (This character was a bit silly so doing this would 100% be in character, possibly even with only damage resistance)
I know this comment was posted a while ago, but someone needs to clarify that this isn't how Extended Spell works; metamagics only work when you cast the spell, and you can't double up metamagics unless they explicitly say-so. This means you can only extend the duration once, so the maximum duration is 2 minutes.
That's still a lot of damage for an opening attack if you can time it right, but it means getting enemies to wait around with a glowing mote on the ground for two minutes, or they need to arrive right before you want it to go off, neither of which is within your control. Extending gives you a little more wiggle room, but I don't expect many DM's will let everything go so perfectly to plan that you get the maximum of 32d6 damage (12d6 base plus 20 turns of charging).
Really this is just a regular Fireball, but with the ability to cast it, hide, wait and charge it, which means you can use it more like a trap; it's okay, but would be better if it were scaled to a lower level, (5 or 6) as there's just too much competition for higher level spells by this point. Maybe suits a fire sorcerer I guess, but I still don't know if I'd take it personally.
What if... what if I condense the bead into the space of a hollow point, or the center of an arrowhead? Are creatures vulnerable to internal damage? Is it just like centering the explosion on them? It does say it expands to a 20 ft radius I'd imagine any flesh would be violently moved aside
*Party of wizards*
Fireball, time bomb version
False. Extended Spell can double the duration of a concentration spell UP TO a MAXIMUM of 24 hours, costing a metamagic point each time you extend and double. If you have the points, you can delay this a full 24 hours and make it a mini nuke.
Seems pretty clear as written, you can spend 1 sorcery point, not 1 sorcery point per double.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours
..
You specifically cannot use a metamagic option more than once on a casting of a spell, unless the option specifically says you can. And Extended Spell doesn't say that.
Here is an interesting question I have from a certain Instagram D&D person saying that you could use this spell as a "deadman's switch". Implying that you can use this to force a conversation, versus combat. This was couched as something an NPC spellcaster might use to force the party to talk rather than attack. This person used the Joker's deadman switch, the grenades in his jacket, as the example for forcing the conversation, and his safe exit.
My question though is can the spell end without the fireball going off? The text isn't clear (imagine that): "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." That text begs the question that if the spell ends because it expires, rather then the two cited examples, then it will just dissipate?
Thoughts? I think it would make good role-play and maybe a tense scene.
I know exactly what video you are talking about.
"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."
That means that you can't just cancel the spell. Once cast, only a dispell magic can cancel the spell, since it is now a magical bead of fire at your fingertip.
Now once the conversation is done, I would say you could "toss the bead aside" harmlessly and go about your business.
For the game mechanics, I would say that you could only do it for a minute unless, you as the DM, give the NPC using the spell an ability to extend the spells duration without overcharging the spell- like a legendary action or item that allows a spell's duration to be extended for up to one hour without increasing the damage of the spell past it's maximum.
I honestly did something like this not to long ago. It was a fun game to play. The NPC was a demon who only wanted to "talk" to someone.
it would explode and you would expand like a cartoon and then take no damage
Does "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." mean that the max damage is 22d6? that seems very high
Cool, isn't it?
Note this spell doesn't state it require line of sight, you just have to be in range. So Disguise self, put your hands in your pocket, or break line of sight, subtle spell the Fireball into the glove compartment of a carriage, the cargo of a ship or into the King's room (Assuming you scouted it out while disguised during the day) to/by cast it through the wall at night, casually walk away and boom.
you would take force damage equal to half of the fireballs damage
that requires a sorceror though
My friend used this to deal almost 500 damage in one turn.
14412d6 damage. 0-0
I say make someone eat it so then they explode as the ultimate strat.
Put it in someone's food so no matter what they explode.
Use some metamagic to double duration to whatever needed time.
I dare someone to actually do it.
14d6 using 9th level spell slot + 9d6 for 9/10ths of the duration. 23d6, and x2 damage with vulnerabilities to fire. uhh i just rolled 164damage.