T’Shazz’s Instant Dark Fireball

Level: 3

School: Invocation

Range: 10 yds. + 10 yds per level

Duration: Instantaneous

Area of Effect: Sphere, 20ft radius

Components: V, S, M

Casting Time: Special

Saving Throw: 1/2

Description: T’Shazz the battlemage was notorious for the speed at which she could fling a fireball.  Before a rival wizard could even roll up his sleeves T’Shazz would normally have turned both him and his sleeves into a pile of ash.  She performed this feat not by expertise with the fireball spell – because she was a wizard of the school of necromancy – but through development of this enhanced version of the fireball spell.

All damage and effects are consistent with the standard fireball spell (1d6 damage per level to a maximum of 10d6, etc.), except that the fireball itself produces a substantial amount of smoke, hence its name; Dark Fireball.  All missile fire within, into or from the area of effect of the fireball is at –1 for that round as the smoke disperses.  In strong winds that time will reduce to as little as a single combat segment.  The effects of several such fireballs are cumulative, so if 3 dark fireballs were cast in succession the total missile penalty would be –3.

The real bonus this spell has is that by linking the spell with some temporal mechanics its casting time is fixed at 3.  With a normal fireball spell the effective casting time is 3+1d10, meaning that the fastest a normal fireball can be cast is in the 4 section of the combat phase and it might go off as late as 13.  The Instant Dark Fireball always goes off in the 3 section of the combat phase, meaning that is will almost certainly be the first action in any round it is cast.

The material component of this spell is a fire opal worth not less than 100gp, or a special mix including bat guano, sulphur and phosphorous which can be produced by an NPC alchemist, or by PC’s with the appropriate skills, one use of which can be produced at a cost of 60+1d100gp.  Given that this spell is closely guarded by T’Shazz few alchemists have the completed component in stock and manufacture will typically take 2d4 days of fermentation to produce a single batch.  Few alchemists have sufficient equipment to produce more than one batch at a time.  Regardless of which material component is used it is consumed in the casting.

(This spell was developed for the world of Saas)

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