Level: Evoker 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
Spell Points: 3
If the explosion didn’t solve your problem, try a bigger one.
A Fireball is a more specialized form of the Energy Ball spell, favored by Evokers. It deals 3d6+3 points of fire damage to every creature within the area. Unattended objects also take this damage.
Unlike Energy Ball, Fireball is a spread, turning corners and negating many forms of cover.
Like Energy Ball, you point your finger and determine the range (distance and height) at which the Fireball is to explode. 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.)
The spell has all side effects you would normally expect a flash of fire to produce. The explosion also creates significant pressure, which has effects of its own. Light, unattended objects are hurled away from the blast radius, and glass windows may break.
Augment: For every additional spell point you spend, this spell’s damage increases by 1d6+1.
Special: Fireballs, nearly filling the affected area, are extraordinarily hard to dodge. The base saving throw DC against a Fireball spell is 10 + the number of spell points spent on the spell and its augments + your key ability modifier, rather than as described in the section on Saving Throws.