Fireball: Difference between revisions
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!Spell Description | !Spell Description | ||
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|When you complete the minimum time needed for conjuring the spell, you may choose to keep conjuring it for a longer time: for each additional 2 AP | |When you complete the minimum time needed for conjuring the spell, you may choose to keep conjuring it for a longer time: for each additional 2 AP you spend while conjuring the spell, you increase the spell’s damage by +1d6. When you finish conjuring the spell, choose a point within range. A golden-hot fireball explodes outwards in a 20 ft radius from that point. Make a magic attack against the FORT of each creature in the area. On a hit, deal 6d6 fire damage. On a miss, deal 1⁄2 damage. On a crit, creatures also gain Burning (1d6). | ||
Each round you are conjuring on a surface that is in motion, such as the deck of a ship, or a wagon, roll a 1d10. On a 1 or 2 you immediately cast the spell at a point in range. On a 1, that point is centered on you. | Each round you are conjuring on a surface that is in motion, such as the deck of a ship, or a wagon, roll a 1d10. On a 1 or 2 you immediately cast the spell at a point in range. On a 1, that point is centered on you. | ||
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Latest revision as of 16:33, 15 May 2025
Fireball |
| Arcane Spell, Evoking, Conjuring 1 |
| APC: 4+ |
| SPC: 15 |
| Range: 200 ft |
| Requires: Gesture, Visual, Line of Effect |
| Duration: Instantaneous |
| Spell Description |
|---|
| When you complete the minimum time needed for conjuring the spell, you may choose to keep conjuring it for a longer time: for each additional 2 AP you spend while conjuring the spell, you increase the spell’s damage by +1d6. When you finish conjuring the spell, choose a point within range. A golden-hot fireball explodes outwards in a 20 ft radius from that point. Make a magic attack against the FORT of each creature in the area. On a hit, deal 6d6 fire damage. On a miss, deal 1⁄2 damage. On a crit, creatures also gain Burning (1d6).
Each round you are conjuring on a surface that is in motion, such as the deck of a ship, or a wagon, roll a 1d10. On a 1 or 2 you immediately cast the spell at a point in range. On a 1, that point is centered on you. |
| Upcharge |
| Upcharge: +5 ft radius per +4 SP |