D&D 1E Fireball throughout the ages

Morrus

Well, that was fun
Staff member
Just for fun, I thought it would be interesting to compare specific elements of D&D through the various editions. Let's take a look at the iconic FIREBALL!

Then I realized somebody had done it right here on EN World. Up to 4th Edition at least. Here is is up to 5th Edition! It's also interesting to note the formatting.


Dungeons & Dragons [original edition] (OD&D)

Fire Ball:
A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2" (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Volume II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24"


Expert Dungeons & Dragons (ED&D)

Fire Ball

This spell creates a missile of fire that bursts into a ball of fire 40' across (20' radius) when it strikes a target. The fire ball will do 1-6 (1d6) points of fire damage per level of the caster to each creature within the sphere of fire. EXAMPLE: A fire ball cast by a 6th level magic-user will burst for 6-36 (6d6) points of damage. If the victim of the fire ball saves vs. Spells, the spell will only do half damage.


Advanced Dungeons & Dragons [1st edition] (AD&D1)

Fireball
(Evocation)

Level: 3
Range: 10" + 1"/level
Duration: Instantaneous
Area of Effect: 2" radius sphere
Components: V, S
Casting Time: 3 segments
Saving Throw: 1/2

A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staaves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking 1/2 the full hit point damage --- each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur.


Advanced Dungeons & Dragons Second Edition (AD&D2)

Fireball
(Evocation)

Range: 10 yds. + 10 yds./level
Duration: Instantaneous
Area of Effect: 20-ft. radius
Components: V, S, M
Casting Time: 3
Saving Throw: 1/2

A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it--1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10' x 10' x 10' cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes 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 (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).

The material component of this spell is a tiny ball of bat guano and sulphur.


Dungeons & Dragons [3rd edition] (D&D3)

Fireball


Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. 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 and arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates permaturely.

The fireball sets fire to combustables and damage 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.

Material Component: A tiny ball of bat guano and sulfur.[/quote]


Dungeons & Dragons [4th edition] (D&D4)


A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Area: burst 3 within 20 squares
Attack: Intelligence vs. Reflex
Damage: 3d6 + Intelligence modifier fire damage
Miss: Half damage



Dungeons & Dragons 5th Edition

Fireball

3rd level evocation

Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
 

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Lanefan

Victoria Rules
Amazing how the damage drops on average over the editions*...

OD&D - d6/level
Expert - d6/level save for half
1e - d6/level save for half
2e - d6/level save for half, capped at 10d6
3e - d6/level save for half capped at 10d6 (metamagics could boost initial damage)
4e - 3d6 + Int modifier, save for half (metamagics could increase number of damage dice)
5e - 8d6 save for half (metamagics could increase number of damage dice)

...while at the same time everybody's - monster and PC alike - hit points generally increase.

* - the exception beng 5e, which - rather oddly - has the highest damage of all for casters of 5th-7th level yet by 9th caster level, absent metamagics, has lower damage than any other version except 4e.

Another big difference is that in 2e and earlier the fireball expanded to fill its entire volume, where in 3e and later it doesn't.
 



tetrasodium

Legend
Supporter
Epic
changing the range of so many spells to what was effectively "can I see the target clearly or hear them talk very loudly" was terrible design choice in 5e
 

JeffB

Legend
13th Age

"It's traditional to roll heaps of dice with Fireball. If you're going to use dice conventions everywhere else and roll them all for one spell, roll them here" Which I guess is them saying roll dice for this, even if you use static average damage everywhere else in the game.

Fireball
Ranged spell; Daily

Special: When you cast this spell, you can choose to cast it recklessly.

Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with the target may also take damage (see below).

Attack: Intelligence + Level vs. PD

Hit: 10d10 fire damage.

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage.

7th level spell 12d10 damage.

9th level spell 20d10 damage.

Champion Feat Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3.

Epic Feat Increase the number of targets to 1d3 + 1 instead of 1d3.
 




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