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Controlled Fireball

Works like a fireball with minimum damage in some squares


evocation [fire, ruse] \ \
bloodrager 4, magus 4, occultist 4, sorcerer/wizard 4-level
Save: Reflex halves
SR: Yes

Casting time: 1 standard action
Range: long (120m + 12m/level)
Duration: instantaneous
Area: 6m radius spread
Componenent: V, S, M (a ball of bat guano and sulfur)

Description

This spell functions as fireball except you can cause the bead of fire to originate from anywhere you can see within range.   You can choose a number of squares within the area up to your Intelligence bonus (for magi, occultists, or wizards) or Charisma bonus (for bloodragers or sorcerers) to be struck by weaker flames; the controlled fireball deals minimum damage (1 damage per caster level, maximum 10) in those squares.   Attempts to identify controlled fireball with a skill check incorrectly identify it as fireball (see the ruse descriptor).     Description of "Fireball": A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6 ) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.   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, or else the bead strikes the barrier and detonates prematurely.   The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Mythic Effects

Mythic Fireball The damage dealt increases to 1d10 points of fire damage per caster level (maximum 10d10 ). Any creature that fails its Reflex saving throw catches on fire, taking 2d6 points of fire damage each round until the fire is extinguished. Attempts to extinguish this fire use the spell’s save DC.   Augmented (6th): If you expend two uses of mythic power, the maximum damage increases to 20d10 , the area increases to a 40-foot radius spread, and any fire damage dealt by the spell bypasses fire resistance and fire immunity.

Created by

Patrick-M.

System

Pathfinder 1e

Statblock Type

Spell

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