Fireball: Difference between revisions
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''[[Arcane]] Spell, Evoking, Conjuring 1'' | {| class="creature" | ||
|+ | |||
'''APC''' | | | ||
== <big>'''Fireball'''</big> == | |||
'''SPC:''' 15 | |- | ||
|''[[Arcane]] Spell, Evoking, Conjuring 1'' | |||
'''Range:''' 200 ft | |- | ||
|'''APC:''' 4+ | |||
'''Requires:''' Visual | |- | ||
|'''SPC:''' 15 | |||
|- | |||
|'''Range:''' 200 ft | |||
|- | |||
|'''Requires:''' Gesture, Visual, Line of Effect | |||
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. | |- | ||
|'''Duration:''' Instantaneous | |||
'''Upcharge:''' +5 ft radius per +4 SP | |- | ||
!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 that you continue 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 roll vs the FORT of each creature in the area. Deal 6d6 Fire damage to creatures that you hit, and 1⁄2 as much to creatures that you miss. If you crit, creatures 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 | |||
|} | |||
<br> | |||
[[Arcane Spells|[Back to Arcane Spells]]] | [[Arcane Spells|[Back to Arcane Spells]]] | ||
Revision as of 12:42, 21 January 2024
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 that you continue 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 roll vs the FORT of each creature in the area. Deal 6d6 Fire damage to creatures that you hit, and 1⁄2 as much to creatures that you miss. If you crit, creatures 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 |