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Concerning the wizard and her spells
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<blockquote data-quote="Edena_of_Neith" data-source="post: 2402522" data-attributes="member: 2020"><p><strong>Fireball, 3rd Edition</strong></p><p></p><p>Here is how I modified Fireball for 3rd edition:</p><p></p><p> I employed the 1st edition rules which allow for unlimited dice of damage (1d6 per caster level.) The single exception is the 2nd edition world of FR, where Mystra placed a 10 dice cap on Fireball and many other spells ... but this would assume we were playing a Canon FR game.</p><p> All feet convert to yards, for range purposes. The range is otherwise standard.</p><p> Casting time reverts to one standard action.</p><p> Area of effect remains a 40 foot sphere, or 33,000 cubic feet, and the fireball still expands (in seconds) to cover that entire area in seconds. The fireball still produces no blast wave or radiant heat (amazing!) and still is heard as a low roar (audible faintly at a mile away at 5d6. Audible faintly at 10 miles at 30d6.)</p><p> Components remain the same (in games that use components.)</p><p> Spell schools remain the same.</p><p></p><p> The powerful 3rd level Fireball spell begins as the wizard points her finger and mentally designates a target point.</p><p> A point of brilliant light streaks out in a flash from her finger to the target point in a split second, and erupts instantaneously into a 40 foot diameter conflagration of dazzling blue-white light and incredible heat. If underground, the explosion races down scores of feet of tunnel in seconds, an onrushing wall of dazzlingly brilliant incineration. (A good analogy to this effect is napalm going off. Some creatures might even have a second or two to think about what is coming before they are hit by the onrushing infernal.)</p><p> Because the Fireball has little blast force, it will not force open dungeon doors or blow walls out, or cause other effects of this sort per se. But it's incredible heat makes up for that.</p><p> </p><p> At the end of the first round (6 seconds) the heat of the Fireball diminishes from blue and white to brilliant orange and red, then quickly fades out. No heat damage is inflicted by the Fireball after the first round.</p><p> The Fireball itself leaves no smoke afterwards. But of course, target creatures, objects, and areas are another matter: they may be producing quite a lot of smoke afterwards, for quite a lot of time.</p><p> </p><p> All things within the Fireball's area of effect must save. Characters and NPCs make Reflex Saves, items mundane and magical Save (as per 1st edition) against Magical Fire. </p><p> If target beings make their Reflex Saves, they take half damage from the Fireball. They are assumed to have fallen flat, dived out of the way, were saved by divine luck, or perhaps their own magic arose unconsciously and protected them ... whatever the case may be, they may yet be alive. Their items need not make Item Saves, and they are not considered to be on fire. (They may still be in danger. See below.)</p><p> Targets who fail their Reflex Saves are not so fortunate. They take full damage, and all their worn and/or carried items must make Item Saving Throws against Magical Fire (as per 1st edition.) Any item that fails it's save is completely destroyed (not damaged: destroyed.) If even one item fails the save, the target creature is immolated, taking 2 to 12 points of damage each and every round thereafter until the fire is put out, and all carried and/or worn items must make Item Saving Throws against Normal Fire each and every round the fire burns.</p><p> A target wearing full armor of metal who fails his Reflex Save is in serious trouble. The armor heats to the glowing point, and becomes a death trap for whoever is wearing it. Unless removed or doused with enormous amounts of water, the scalding armor will inflict an additional 2 to 12 points of damage on the wearer each and every round until he somehow removes it. The target in question is most unlikely to be able to take any normal action while being roasted alive within red hot armor.</p><p></p><p> The Fireball's effects are terrifying and astounding to those who have never witnessed such theurgy before.</p><p> Humans, demi-humans, and humanoids melt into puddles of burning fat in seconds, their bones charring and crumbling to ash. Armorplated monsters roast as their armor glows cherry red. Supposedly lucky creatures who made their Save but are still killed by the damage are charred beyond recognition.</p><p> Wooden walls char instantly, then evaporate. Huge beams and solid planks burst into flames, char, then collapse in an avalanche of burning embers. The surface of rivers and lakes boil. Large tree trunks burn and char, while smaller tree trunks evaporate. The ground itself melts and fuses. Dungeon hallways of stone glow a dull red, while dungeon doors burn and char.</p><p> Metals with low melting temperatures, such as gold, melt from the heat into puddles, which then congeal and solidify into messy metal masses that are sometimes impossible to move.</p><p></p><p> Buildings can thus be made to collapse, killing or injuring everyone within them even if the Fireball did not touch most of them (see the 3rd edition rules for collapse, falling, and crushing damage.) Trees whose trunks were charred or vaporized will fall, crushing what lies underneath, while a forest fire begins (even in drenched woodland, although an immediate heavy rain will put out the fire.) </p><p> Anyone so foolish as to enter into an area struck by a Fireball is likely to be affected by extreme heat. Walking on stone heated red hot, or on fused ground, or into burning buildings, is typically unwise. Reflex Saves are required, and if failed Item Saves against Normal Fire as also required, with the usual chance the creature in question will be immolated.</p><p> Of course, ANY creature that was within the Fireball's area of effect is, by definition, within this superheated area, and must immediately leave it as a Free Action if possible ... or another Reflex Save is called for, with perhaps more Item saving throws and immolation possible. If the creature cannot Move far enough in one round to leave the affected area, Reflex Saves must be made each and every round until the creature does manage to escape the affected area. </p><p></p><p> Obviously, this is a popular spell among wizards.</p><p> Unfortunately, every now and then, a wizard misjudges the space she is in, the Fireball has too little room to expand in, and then the Fireball rushes back to envelop the mage and her party. The charred remains of entire adventuring companies bear gruesome testimony to these mistakes in judgement.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2402522, member: 2020"] [b]Fireball, 3rd Edition[/b] Here is how I modified Fireball for 3rd edition: I employed the 1st edition rules which allow for unlimited dice of damage (1d6 per caster level.) The single exception is the 2nd edition world of FR, where Mystra placed a 10 dice cap on Fireball and many other spells ... but this would assume we were playing a Canon FR game. All feet convert to yards, for range purposes. The range is otherwise standard. Casting time reverts to one standard action. Area of effect remains a 40 foot sphere, or 33,000 cubic feet, and the fireball still expands (in seconds) to cover that entire area in seconds. The fireball still produces no blast wave or radiant heat (amazing!) and still is heard as a low roar (audible faintly at a mile away at 5d6. Audible faintly at 10 miles at 30d6.) Components remain the same (in games that use components.) Spell schools remain the same. The powerful 3rd level Fireball spell begins as the wizard points her finger and mentally designates a target point. A point of brilliant light streaks out in a flash from her finger to the target point in a split second, and erupts instantaneously into a 40 foot diameter conflagration of dazzling blue-white light and incredible heat. If underground, the explosion races down scores of feet of tunnel in seconds, an onrushing wall of dazzlingly brilliant incineration. (A good analogy to this effect is napalm going off. Some creatures might even have a second or two to think about what is coming before they are hit by the onrushing infernal.) Because the Fireball has little blast force, it will not force open dungeon doors or blow walls out, or cause other effects of this sort per se. But it's incredible heat makes up for that. At the end of the first round (6 seconds) the heat of the Fireball diminishes from blue and white to brilliant orange and red, then quickly fades out. No heat damage is inflicted by the Fireball after the first round. The Fireball itself leaves no smoke afterwards. But of course, target creatures, objects, and areas are another matter: they may be producing quite a lot of smoke afterwards, for quite a lot of time. All things within the Fireball's area of effect must save. Characters and NPCs make Reflex Saves, items mundane and magical Save (as per 1st edition) against Magical Fire. If target beings make their Reflex Saves, they take half damage from the Fireball. They are assumed to have fallen flat, dived out of the way, were saved by divine luck, or perhaps their own magic arose unconsciously and protected them ... whatever the case may be, they may yet be alive. Their items need not make Item Saves, and they are not considered to be on fire. (They may still be in danger. See below.) Targets who fail their Reflex Saves are not so fortunate. They take full damage, and all their worn and/or carried items must make Item Saving Throws against Magical Fire (as per 1st edition.) Any item that fails it's save is completely destroyed (not damaged: destroyed.) If even one item fails the save, the target creature is immolated, taking 2 to 12 points of damage each and every round thereafter until the fire is put out, and all carried and/or worn items must make Item Saving Throws against Normal Fire each and every round the fire burns. A target wearing full armor of metal who fails his Reflex Save is in serious trouble. The armor heats to the glowing point, and becomes a death trap for whoever is wearing it. Unless removed or doused with enormous amounts of water, the scalding armor will inflict an additional 2 to 12 points of damage on the wearer each and every round until he somehow removes it. The target in question is most unlikely to be able to take any normal action while being roasted alive within red hot armor. The Fireball's effects are terrifying and astounding to those who have never witnessed such theurgy before. Humans, demi-humans, and humanoids melt into puddles of burning fat in seconds, their bones charring and crumbling to ash. Armorplated monsters roast as their armor glows cherry red. Supposedly lucky creatures who made their Save but are still killed by the damage are charred beyond recognition. Wooden walls char instantly, then evaporate. Huge beams and solid planks burst into flames, char, then collapse in an avalanche of burning embers. The surface of rivers and lakes boil. Large tree trunks burn and char, while smaller tree trunks evaporate. The ground itself melts and fuses. Dungeon hallways of stone glow a dull red, while dungeon doors burn and char. Metals with low melting temperatures, such as gold, melt from the heat into puddles, which then congeal and solidify into messy metal masses that are sometimes impossible to move. Buildings can thus be made to collapse, killing or injuring everyone within them even if the Fireball did not touch most of them (see the 3rd edition rules for collapse, falling, and crushing damage.) Trees whose trunks were charred or vaporized will fall, crushing what lies underneath, while a forest fire begins (even in drenched woodland, although an immediate heavy rain will put out the fire.) Anyone so foolish as to enter into an area struck by a Fireball is likely to be affected by extreme heat. Walking on stone heated red hot, or on fused ground, or into burning buildings, is typically unwise. Reflex Saves are required, and if failed Item Saves against Normal Fire as also required, with the usual chance the creature in question will be immolated. Of course, ANY creature that was within the Fireball's area of effect is, by definition, within this superheated area, and must immediately leave it as a Free Action if possible ... or another Reflex Save is called for, with perhaps more Item saving throws and immolation possible. If the creature cannot Move far enough in one round to leave the affected area, Reflex Saves must be made each and every round until the creature does manage to escape the affected area. Obviously, this is a popular spell among wizards. Unfortunately, every now and then, a wizard misjudges the space she is in, the Fireball has too little room to expand in, and then the Fireball rushes back to envelop the mage and her party. The charred remains of entire adventuring companies bear gruesome testimony to these mistakes in judgement. [/QUOTE]
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