Evocation [fire]
Level Magic-user 3
Components V, S, M
Casting Time 3 segments
Range 100-ft. plus 10-ft. per caster level
Area of Effect 25-ft. radius burst (see description)
Duration Instantaneous
Save Dexterity vs. Spell (save for half)
The spell explodes in a blast of super hot flame in the area of effect.
The caster shoots a red glowing gem-sized orb out to the point of origination within the range of the spell (the caster must have line of sight and line of effect to this point).
The spell bursts from that point in a volume equivalent to a 20-ft. radius sphere (33,510 feet) if at least 20-feet off the ground or, if close to ground level, a 25-ft. radius hemisphere. If the orb is contacted before it reaches it's intended destination, it will burst at that point.
If the blast happens in an area of restricted space, the volume and blast radius will be variable. The shape of the available space and materials will serve to dampen the blast effect, limiting the spell's overall damaging area. In any case, the blast will expand outward from the point of origin in all directions. Thus, while in a perfect circumstance, 33 10-ft. cubes would be the total area, in practice, this is never achieved. In any case, the GM will make the call, creating a compressed cylinder-shaped area on the map representing the blast radius, typically some 30-ft. to 100-ft. depending on ceiling height. Because of this variability, this spell is dangerous if used in areas of restricted space.
All creatures in the area must save or take 1d6 fire damage per caster level. If the save is missed, all outer layer gear must make a Dexterity item save vs. Fireball or be destroyed or broken (save negates). Flammable items that miss their save will catch on fire.
All unattended objects must save vs. Fireball or be destroyed or broken (save negates). Certain fragile items may automatically be destroyed (per the GM). Flammable items that miss their save will catch on fire.
Fortifications made of wood, including wooden doors will catch fire and will take 0.5 structural damage per caster level over the course of 10 rounds of burning.
Items that burn release smoke which could cause suffocation and will restrict sight for all in the area. The duration for this is dependent on the material and air flow.
A creature wearing items that are on fire will take 1d6 fire damage per round and this damage could burn other items in contact with the burning gear. A creature can be doused with water (from a full water skin) as a complex action. Otherwise, a creature can spend a complex action rolling on the floor (prone) which allows a Dexterity save vs. Petrify to douse the burning gear.
While the spell produces very hot flames, the blast does not have significant force. The spell is noisy however, heard from a half-mile away outside or, depending on the materials and obstructions, 100-ft. to 300-ft. radius indoors.
If scaring occurs, it will be melted skin on exposed areas.
Material Components. A tiny ball composed of bat guano and sulfur. The component is consumed by the casting. Cost/Scarcity. 1 s.p./Uncommon.
Known Substitutions. None.