Fireball
The VaM-style spell today is Fireball - the title coming from this song by Synapson.
Here is the lyrics-
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
I have a fireball inside of my head
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
I have a fireball inside of my head
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
I have a fireball inside of my head
Draw from the flesh to the bones I dread
And ever when the darkness knows your stride
And I survived let me burn to ground
Here is the spell I made for it!
Fireball
Duration: Until the fireball collides
Range: Line of sight
Time stops completely for a moment for all present but the caster, as an orange glow is cast from the caster’s fingertips – and then a flaming sphere springs from their fingertips.
Once thrown by the caster at a chosen target within line of sight, the target makes a save vs magic – if they succeed, they are unfrozen from the time stop, and they may catch and summarily re-throw the fireball, choosing a new target in their line of sight. This repeats until a save vs magic is failed.
Once the fireball is thrown by someone, they refreeze.
When the fireball collides with someone, normal time is resumed for all present.
It will explode with a burst radius of 5 feet per time thrown when it connects.
In a confined space the Fireball will generally conform to the shape of the space.
The damage caused by the fireball will be in proportion to the amount of times it has been thrown. It will deal d6 damage for each throw – and will light inflammable materials alight in its radius.
Miscast Table
1 – When anyone but the original caster throws the fireball, they must throw it to the original caster.
2 – Each time the fireball is thrown, it splits into two instead of increasing in damage, and each is handled as a new fireball. When a fireball collides, keep going until all have collided and then calculate damage and blast radius.
3 – The people frozen in time are not unfrozen once the fireball ends – this lasts until some other caster casts a fireball and tosses it into the crowd of people lost in time.
4 – The fireball leaves behind a flaming arc of orange plasma-air – and if the fireball connects with the arc it leaves behind, it will explode immediately and deal 6D6 more damage – when the fireball is thrown the person throwing it makes a ranged attack, and if the attack is missed it collides with a previous arc. This counts as the fireball colliding with someone.
5 – The fireball is unexpectedly heavy and just falls on the caster right off the bat.
6 – The fireball is unexpectedly light, and sails right over the first target’s head, 1d20+15 feet beyond them. This counts as the fireball colliding with someone.
7 – The original caster is frozen in time and not unfrozen once the fireball ends – this lasts until some other caster casts a fireball and tosses it at the original caster.
8 – Anybody who threw a fireball gets the effects of Haste* as cast by a Third-level magic user applied to them when the fireball collides.
9 – Anybody who threw a fireball gets the effects of Slow* as cast by a Third-level magic user applied to them when the fireball collides.
10 – The caster’s life force is what is added to the initial 1D6 damage of the fireball, each time the fireball is thrown, the person throwing it takes 1D6 HP damage to power the damage of the fireball as it grows.
11 – The caster flies with the fireball when thrown, like Thor with Mjolnir, and each person throwing it past this point is also added in the same way – like moons orbiting a planet. If all participants in the encounter are caught in the fireball’s pull, it collides and deals damage to all of them – but if it just collides as normal, all hangers-on also take damage due to proximity. Damage and radius are added as normal.
12 – Roll on the miscast table twice more.
If all effects are rolled – The fireball is so vast and unmanageable that the spell just deals 25D6 damage in a 125 foot radius and collides on casting.
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