Upheaval

Fireball

3rd level Evocation

Classes: Magus, Sorcerer, Wizard

Domains: Fire

Components: V, S, M (A tiny ball of bat guano and sulfur)

Casting Time: Standard

Range: 500 ft

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: DEX half

Spell Resistance: Yes

Description: A fireball spell is an explosion of flame that detonates with a low roar and deals 6d6 points of fire damage. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged spell attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Leveling: Damage increases by 2d6 for each level above 3rd (max 10d6 damage). At level 7, you can choose to delay the blast of the fireball up to 5 rounds. The glowing bead sits at its destination until it explodes and can be picked up and thrown (25% chance of going off). At level 4, you can cause the bead of fire to originate from anywhere you can see within range. You can also choose a number of squares within the area up to your Intelligence bonus (for magi or wizards) or Charisma bonus (for Sorcerers) to be struck by weaker flames; the controlled fireball deals minimum damage in those squares.