Fireball
Level = 3
Range = 100’ or more, exploding in a sphere of 20’ radius or more
Duration = Instantaneous
Casting time = 1 round
Save = Reflex vs. spell check
Manifestation: (1) a flaming ball that catapults into the target and explodes in a fireburst, (2) a stream of liquid flame that douses the target in a raining cloud of fire, (3) a singularity that appears at a point in space then explodes into a flowering burst of fire, (4) a collection of spinning, whirling, fiery seeds that bounce forth to the target point, where they explode in flames.
General: The caster points his finger at a target, speaks a magic Word, and throws a jet of flame that explodes at the designated point. A fireball fills a sphere of 20’ radius, affecting all creatures within the target point. All creatures take damage unless they succeed in a Reflex save against the spell check DC, in which case they take half damage. Objects take damage according to their nature, which flammable objects automatically catching fire.
1-15 Lost. Failure.
16-17 The wizard launches a fireball up to 100’, doing 3d6 damage.
18-21 The wizard launches a fireball up to 120’, doing 4d6 damage.
22-23 The wizard launches a fireball that skips 1d4+1 times. The first target must be within 50’, and that target takes 5d6 damage. The fireball then skips to a second target, which takes 1d6 damage in a small explosion that only affects that single target. The second target must be at least 20’ away from the first – that is the minimum “skip” distance. If there is a third target, it in turn must be another 20’ away, and it takes 1d6 damage. And so on. The fireball must skip the indicated number of times – if the wizard runs out of targets, he may be skipping it against inanimate objects.
24-26 The wizard launches a fireball up to 160’, doing 6d6 damage. The fireball arcs up like a catapult to a point 40’ above ground at its peak. As such, it can curve around or over intermediate obstructions.
27-31 The wizard launches a spray of small fireballs. The wizard designates three targets, and 1d4 small fireballs flare out toward each target. The targets can be up to 200’ away. Each of the mini-fireballs does 1d6 damage.
32-33 The wizard launches a single fireball up to 200’, doing 10d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to the full sphere of 20’ radius. The fireball arcs to a height of 40’ at its peak, and as such can avoid intermediate objects.
34-35 The wizard launches a fireball up to 500’, doing 14d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 30’ radius. The fireball can arc as above. Additionally, the wizard can choose to call the fireball down from the heavens. Instead of projecting from his fingertip, it falls from above like a meteor strike, exploding in a fiery mass. The wizard must still have line-of-sight to his target, but he can cast around obstructions in this manner. For example, he may be able to view the target through a periscope, or via a crystal ball of some kind.
36+ The wizard launches a fireball at a target up to 1 mile away, doing 20d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 40’ radius. The wizard need not have line-of-sight to his target. He can choose a geographic point of which he has knowledge (such as a specific hill, tree, or room), or a target of whom he has a physical trace (such as a lock of hair or fingernail). The fireball explodes at the designated point.