Elementalist Spell Specification
Class: Fire /
Air (Multi-Elemental)
3. Fireball
BTS: 66% (Co)
ULT: 105 hours
Materials: (i) a flame, (ii) a sphere
Actions: blow sphere through flame
Effect of Throw:
0 to 9 Insanity
10 to 12 Caster takes 3 to 1 d6 Fire Damage (no st)
13 to 16 No Effect
17 to 29 n = (T-15)/2 FRD
30 to 51 n = (T-7)/3 FRD
³ 52 n = (T+7)/4 FRD
Damage: n d6 Fire Damage (roll once for
damage caused throughout Radius of Explosion)
Radius of Fireball: sq rt n ft
Radius of Explosion: 5n ft
Duration: 10t sec - t(t-1)/2
Max Speed: (10+v) ft/sec -v
ADS of Skin: 1 per 10 sec (or part thereof)
Duration remaining
Notes:
- Firestorm Spell (Multi-Elemental Fire & Air): may be
Cast as a Fire or Air Spell. If Caster has both a Fire Elemental of Level
>=3 and Air Elemental of Level >=3 Activated, they get +3 on Casting this
Spell.
- Fireball does Fire Damage (even
if Cast as an Air Spell). Fire-Vulnerable Beings take
double damage from it (multiply the result of the nd6 by *2 before rolling
the first st). It has no effect underwater.
- The Fireball appears against Caster's hands, and he
controls its Speed with light concentration. If he stops
concentrating, it stops immediately.
- The Fireball will only move in a straight line, but may
bounce off obstacles, taking -1 to ADS of Skin per 10
ft/sec (or part thereof) of Speed when it bounces.
- The Caster must be able to see the Fireball to make it
move or to explode it.
- The Fireball explodes when ADS of Skin = 0, or it takes
damage ³ ADS of Skin, or
Duration expires, or Caster explodes it with light
concentration.
- A st against the Fire Damage halves the damage taken
(FRU: e.g. 5 is halved to 2), and a further st may then
be made to halve it again. Once a st is failed, the
Target takes the remaining Fire Damage. The min ADS of
any armour that covers the majority of the body subtracts
from the Damage taken. All Damage taken is General
Damage.