Fireball (Sorcerer/Wizard Spell)
- Level: Sorcerer/Wizard 3
- School: Evocation
- Casting Time: Standard Action
- Components: V, S, M (A ball of bat guano and sulfur, worth 1 gp.)
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: 35-foot diameter (7x7 square centered on a target square)
- Duration: Instantaneous
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + 1/2 caster level
- Spell Resistance: Yes
- As you rush through the hissing, guttural syllables of a Fireball spell, you feel a sudden raging surge of heat, that peaks in a searing outburst of fiery power. The spell generates a searing explosion of flame that detonates with a low roar and deals (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of Fire (energy, common) damage to every creature within the area. The explosion creates almost no pressure, and thus does not generate Sunders against any object, no matter how fragile.
- As you complete the casting of this powerful magic, 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 Touch Attack against an AC of 25, or else the bead strikes the barrier and detonates prematurely.
- The Fireball sets fire to combustibles in the area. It can melt fine metal objects such as coins made of metal with low melting points, such as lead, gold, copper, silver, and bronze. Since it is a burst, if the damage caused by a fireball impinges a solid barrier, such as walls, glass windows, force walls, shutters, etc, the area affected by the damage stops at the barrier just as any other spell effect does.