Index of Spells by Theme Group - Fireball-like spells

DescriptionSpells that deal damage in a bursting area.
Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Blast of Flame
    SPC
  Sor/Wiz 4, Wmg 4  
    General

60-ft. cone of fire (1d6/level damage).

Blistering Radiance
    SPC
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Dazzles sighted creatures and causes 2d6 fire damage/round.

Bombardment
    SPC
  Arc 8, Drd 8  
    General

Falling rocks deal 1d8 damage/level and bury targets.

Cacophonic Burst
    SPC
  Brd 5, Sor/Wiz 5  
    General

A burst of low noise which deals sonic damage.

Delayed Blast Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 7, Wmg 7, Wuj 7 V, S, M
5 rounds or less; see text Long General
Area: 20-ft.-radius spread

1d6/level fire damage; you can postpone blast for 5 rounds.

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 20d6) 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.

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
Instant Long General
Area: 20-ft.-radius spread

1d6 damage per level, 20-ft. radius.

A fireball spell is an 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.

Hellfire Storm
    Book of Vile Darkness
  Diabolic 7  
    General

Explosion of brimstone deals 5d6 damage in 20-ft. radius.

Ice Burst
    Tome and Blood
  Sor/Wiz 3  
    General

Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10).

Molten Strike
    HoB
  Sor/Wiz 2  
    General

5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets.

Negative Energy Burst
    Tome and Blood
  Sor/Wiz 3  
    General

1d8+1/level (max +10) negative energy damage, 20-foot radius.

Parboil
    Sandstorm
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.

Pressure Sphere
    Stormwrack
  Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2  
    General

Water pressure deals 4d6 damage to submerged targets.

Shard Storm
    Dragon 323
  Sor/Wiz 5  
    General

Creates a storm of shards.

Snowball Swarm
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 cold/2 levels to a 10-ft. radius.

Sonic Blast
    Spellbook Archive
  Sor/Wiz 3  
    General

Deal 1d6/level damage (max 10d6) to each creature in the area.

Sound Burst
Evocation [Sonic] 1 standard action SRD
Fortitude partial - Yes Arc 2, Brd 2, Clr 2, KotC 2, Ocean 2 V, S, F/DF
Instant Close General
Area: 10-ft.-radius spread

Deals 1d8 sonic damage to subjects; may stun them.

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.

Creatures that cannot hear are not stunned but are still damaged.

Sunburst
Evocation [Light] 1 standard action SRD
Reflex partial; see text - Yes Arc 8, Drd 8, Elf 8, Purification 8, Shu 8, Sor/Wiz 8, Summer 8, Sun 8, Wmg 8 V, S, M/DF
Instant Long General
Area: 80-ft.-radius burst

Blinds all within 10 ft., deals 6d6 damage.

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

Vitriolic Sphere
    SPC
  Sor/Wiz 5, Wuj 5  
    General

Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Waterball
    MotW
  Arc 4, Drd 4  
    General

Splash does subdual damage.

Whirlwind of Teeth
    Book of Vile Darkness
  Bestial 7, Sor/Wiz 7  
    General

Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round.

Wretched Blight
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.