Deep Dive-The Fireball Spell

10. December

December 10 December – fireball spell

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Do you know what an explosion is? It’s the first time you’ve fired that angry fireball at a horde of goblins and frantically laughed at your GM’s face when he tells you they’re all dead.

Fireball, one of the greatest spells ever created to make people at a material level have a bad day. But how did it start? And how has this changed thanks to the many DnD publications? In AD&D, Fireball is a level 3 spell that can deliver a huge blow to the next levels… not so much when you first received it, and besides, you never wanted to leave it when there was still treasure to be found.

The history of the fireball in board games goes back to 1970, when the first incarnation in the war game created by Leonard Patt took place (good background information about the impasse in which the fireball is located can be found here). We will not take part in the debate about how Gygax stole the fireball and much more in Patta’s game. I think board games were and are just like Linux.  People got a basic operating system, used what they needed, created what they wanted, and it continues to develop and improve.

With the arrival of D&D and the complex set of rules, the fireball is born in the context of the game. Magical users were usually very weak characters on a first level of OD&D (one d4 point per level does this to you). Mainly seen as a support class, were magical users in the background, had a few buffers and basic spells that were better suited for role-playing outside of combat. The only battle spell of any value was the magic rocket (1d6+1). In OD&D, at level 5, the magic user starts his transition to an attacking character and starts with a fireball.

D&D (first edition) Fireball

Spelling level3
Explanation/Description: Missile that jumps off the magic user’s finger. Detonated with a burst radius of 2 . In confined spaces, the fireball generally corresponds to the shape of the space (elongated or other). Damage caused by the rocket is proportional to its level of use. A level 6 Magic User launches a level 6 rocket, a level 7 rocket, etc. (Note that the firewalls of Scrolls (see Volume II) and Stick are 6 turns and those of Stives are 8 turns. Duration: 1 round. Series: 24 [OD&D Band-1, p. 25]

At first glance, the range of the fireball seems ridiculous. A 24-inch fireball that can fly up to 2 feet. Fireball suicide seems like a pretty painful path. The distance in the PHB is defined as 1 inch, which corresponds to 10 feet indoors and 10 feet outdoors. OCWA is always calculated based on the internal distance. So we’re going from a seemingly very small distance to an incredibly large one. The possibility of throwing a fireball on two soccer fields when you are outside is quite extreme. I don’t see many ways to throw in a 240-foot fireball, but a magician has the ability to do that if necessary. The 20-foot radius hasn’t changed since that original version.

AD&D Fireball

Range: 100 feet + 1 foot per level
Duration: Currently
AOE: 20 ft radius of ball
Components: V,S (sulphur and guano)
Casting time: 3 segments
Coin storage : 1/2
Explanation/Description: A fireball is a flaming burst of fire that explodes with a faint roar and causes damage proportional to the level of the magic user throwing it, i.e. 1 die (d6) for each level of experience of the thrower. Exception: Magic Fireballs deliver 6 fireballs (6d6), spellcasters with this ability deliver 8 fireballs, and spells of this type deliver one fireball with 5-10 dice (d6 + 4) damage. The explosion of a fireball does not produce significant pressure and generally corresponds to the shape of the area in which it occurs, covering an area corresponding to its normal spherical volume. [The area covered by a fireball is approximately 33,000 cubic meters (or meters). The fireball not only damages living creatures, but also ignites all combustible materials within its blast radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc., and the fireball is a powerful heat source. Objects exposed to a spell shall be rolled to determine whether they have been exposed. Articles that have a living being doing the work of his life are considered intact. The user of the assistant points with his finger and indicates the area (distance and height) where the ball of light should burst. The tire flashes from the score number, and if it does not hit a material body before the prescribed range is reached, the flowers fall into a fireball. If the living creatures cannot cope with their life rollers, they will all be damaged by the explosion. Rescue throwing succeeds in dodging, crashing or retreating, with every ½ damage sustained from the point of impact in the area of explosion. The material element of this spell is a small ball made of bat guano and sulphur. [1E PHB, page] 73]
For the sake of clarity, the distance is calculated from the inner zones.

This is where it gets exciting. In AD&D, the fireball is the first major damage spell given to the magic user. For a fireball, the only spells that cause decent damage are a magic rocket (d4+1 per level, on level 5 the magic user gets 2 rockets for a maximum possible damage of 12 HP) and a shock grab (+1 per level, on level 5 the maximum possible damage of 13 HP). The fireball on level 5 has a maximum of 20 damages. This is not the biggest jump in terms of level 3 damage, but with an extra d6 damage per level the power increases quite fast.

The AD&D’s fireball was seriously flawed. We get a big Fuck You because now all the pieces and a variety of magical items of each mod have to be saved or destroyed, which is a big puzzle not only for players but also for GMs. Do you keep a stock of all items? Or is it a bookmark for each type of object in the room, i.e. a bookmark for all coins, a bookmark for drinks, a bookmark for rolls, etc.? Not to mention the fact that I can think of nothing a player hates more than seeing his treasure destroyed. Worse, the fireball now generally follows the shape of the area in which it occurs, with a surface area corresponding to its normal spherical volume. Throwing a fireball became very dangerous for everyone’s health when it was thrown into the dungeon. Throwing a fireball in a small hallway causes a retaliatory attack and can hit the computers in the front line at the moment of the fight. If I’m a frontline fighter, I have a maximum of 50 horsepower at level 5. So if one of my own party members had hit me for almost half a horse, I would have been very angry. Not only will you be able to do a lot of damage to your party members, but you will also melt all the pieces and burn all the reels you were looking for. There is also a lot of calculation work to do when it comes to cubic meters and room sizes, and everyone knows that D&D is better if you add huge amounts of calculations to it.

3rd fireball

[Fire] event
Level: Sor/Wiz 3
Components: V, S, M
Payout time: 1 Action
Area: Long (400 ft + 40 ft/level)
Area: 20 ft
Length: Immediate
Savings beam: Reflexhalb
Tangibility: Yes
The fireball spell is a flame that explodes with a faint roar, causing 1d6 fire damage to all creatures in the area at the level of the watering can (up to 10d6). Unattended objects also get this damage. The explosion generates almost no pressure.
The symbol defines the zone (distance and height) where the fireball must break. A light band the size of a pea which, if it does not strike a solid body or barrier before reaching the specified range, then becomes a fireball (an early impact causes early detonation). If a character tries to send a pearl through a narrow passage, such as a slot with an arrowhead, the character must hit the hole with a long blow, otherwise the pearl will hit the barrier and explode prematurely.

A fireball ignites flammable materials and damages surrounding objects. It can melt low melting metals such as lead, gold, copper, silver or bronze. If the barrier is broken or pierced, the fireball may continue to fly out of the barrier if the area permits; otherwise it will stop at the barrier as with any other magical effect. [3RD SRD]

The third. The Fireball edition turns out to be a great way to repair some damage, with the same Fuck You trap as in the previous edition with a low melting point metal. At this point, I’m sure Gigax and Co. just aren’t having any fun. Especially considering the fact that this cape game comes out at 10d6, where, as in the old versions, the cape to Might was not.

The range scale remains the same – 100’+10’/level underground, and is then multiplied by 4. Although we assumed it would be a nuisance, the fireball has retained its enormous magic ray. It also makes clear what happens if there is a possibility that the fireball hits something on its way to its goal. Now, there must be a sensory attack from a distance. The definitions of 3rd PHB are as follows.

Attack by remote sensing: Attack of a ranged hit, as opposed to a melee attack. See sensory attack. 1ST9 Cosmetic attack: An attack in which the attacker must make a link with the enemy, but must not penetrate the armour. Hits can be made on melee or ranged. Target armour, shielding and natural armour bonuses (including any upgrades to these ratings) do not apply to CBs against contact attack.

How can you tell the alternating current from the shut-off arrow, I’m not quite sure.  The spell explicitly states that the player must hit the beginning and not the target behind the slot with the arrow. So the GM will have to figure out which is the speaker of the arrow slot (have fun with that, Stephen), and if the attack role is successful, the player’s fireball will go through the slot and hit that poor leprechaun.

Now suppose Kobold’s in a small 10X10 room.  Does this mean that the fireball effect is activated from the arrow slot?  Of course, the arrow cut along the wall and the room is turned another three meters in all directions.  So we hope again that no one will stand next to the severed arrow.

4th fireball

Main Attack 5
The Orange Flame Ball melts in your hand You throw it at your enemies and it explodes on impact. Daily ✦ Sagittarius, Fire, Conversion
Standard Action
Area Fireplace 3 in 20 boxes
Purpose: Any creature in the explosion
Attack: Intellect vs. Reflex
Hit: 3d6 + Fire Damage from an Intelligence modifier.
Ms: Half the damage.

Oh, uh… That’s a lot of new words and not so much. We’ll start with The Daily, just below the short description. In this issue of DnD there are spells you can cast once a day, Fireball is one of them. It’s pretty simple, now we get something more complicated like Burst!

But first of all: 4th is another style of DnD that many people talk about, I’m not one of those people. 4th has a unique style that really makes players feel like they’re super villains, and one way to do that is to describe everything as if you’re on a one inch square grid battle mat.

Burst is a new mechanic at DnD, but it’s not really him. Any fracture means that when the spell is activated, it affects a certain number (e.g. 3) at the point of the original square plus the surrounding squares on all sides of the original square. The next focus is within a radius of 20 squares, which only tell you how far away you can cast the spell. So, when the spell says: Pause 3 is within 20; the area of the effect of the spell is 7 squares (35′) by 7 squares, and you can cast it up to 100′ from you.

The rest of the description of the fireball is quite explicit, and apart from this damage there is nothing to discuss. And the boy, the 3d6 + Int mod, is pretty confused about the damage, especially for a daily spell. At least they didn’t rub salt in the wound and melt all the gold.

5th fireball

Watering:1 Action
Range: 150 ft
Components: V S M (small sphere of guano and bat sulfur)
Duration: Currently
Class: Wizard, Wizard
A bright band flashes from your index finger to the point you select in a range, then blossoms into an explosion of flames with a soft roar. Every creature in a sphere with a radius of 20 feet, whose centre is at this point, must have a skill rolling to save its life. Target records 8d6 damage if not rescued, or twice as much damage if successfully rescued.
The fire spreads to the corners. ignites flammable articles in an area which is not supported or tolerated. 1ST9 At higher levels.When casting a spell with a location at level 4 or higher, the damage for any location above level 3 is increased by 1d6.

There is a lot of talk on the internet about a fireball in seventh grade. One of the best articles of my version about the fireball can be found in D&D beyond. Yeah, the fireball’s overloaded, but it’s deliberate. This is the most iconic spell of D&D, and it has always been there in one form or another, both in terms of damage and distance. But that’s what a fireball does.

I don’t envy the wizard a fireball and his massive damage. Until then, the poor wizard hid in the background, brushing other heroes and playing their magical rocket. Now on level 5 they have this spell that can turn the tide in battle right away.

It should also be noted that it is expressly stated that all flammable objects in the vicinity will burn. So let’s hope these magic scrolls are out of sight or the wizard is just wrong.

The fireball was and always will be an incredibly powerful spell. That’s the way it’s supposed to be. Enjoy, kiss and vote whenever you want. Finally, make sure the wizard has a safe place where he can get rid of all the bat shit he has to wear.

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-Kris and Stephen

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