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:

  1. 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.
  2. 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.
  3. The Fireball appears against Caster's hands, and he controls its Speed with light concentration. If he stops concentrating, it stops immediately.
  4. 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.
  5. The Caster must be able to see the Fireball to make it move or to explode it.
  6. 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.
  7. 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.