


Unattended objects also take this damage. Some feats sound a lot better than they are, so check first your regular spells before starting to modify.īasically this, with Chess Pwn's numbers for Empower.Īt 9th level spells, you'd almost certainly be better-served by casting Meteor Swarm than some sort of hyper-metamagiced Fireball. Description A fireball spell generates a searing 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. Take Focused Spell: since it costs +1 level, the DC increase is only +1, and not +2, compared to regular spells in that slot. The cost of metamagic feats is a tax you have to be aware of. Take Command as an example - there is practically always a better option for that spell slot than to cast a heightened command.Soundburst, Chain of Perdition, Greater Command, Euphoria, etc. Heightened (+1) The damage increases by 2d6. A heightened fireball in a 6th level slot would have a DC +3 and can pass through Globes of Invulnerability.Īlmost nobody ever uses Heighten. fireball - Pathfinder 2 - EVOCATION FIRE Traditions arcane, primal Cast somatic, verbal Range 500 feet Area 20-foot burst Saving Throw basic Reflex A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage. Chain Lightning is almost always the better option over enhanced spells in a 6th level slot due to it's large area, friend-or-foe capability and less often resisted energy type.Īs the others already pointed out, Heighten does nothing except turn up the actual spell level. It often comes down to the side-effects of a spell. So an enhanced spell would cause more damage in this case, but has a weaker DC (by 4 points). A Delayed Blast Fireball would require a 7th level slot, but has also the DC coming with it.at 15th level it would do 15d6 (52). You have always to decide, if an enhanced spell is worth it when weighed against the other spells of that level which you can use. An evoker would add half his caster level to the total for example. In any event, I've seen waves of fire damage stuff but not light it on fire.4th level slot, 15d6 (52) with Intensify, assuming you are a 15th level casterĥth level slot, 15d6 (52) with Empower, assuming you are at least 10th levelĦth level slot: 60 damage with Maximize, or 22d6 (77) with Intensify and Empowerħth level slot: 90 damage with Maximize and IntensifyĨth level slot: 60+5d6 (77) with Maximize and Empowerĩth level slot: 90+7d6 (114)with Maximize, Intensify and EmpowerĪll of those above are still 3rd level spells with the same DC and all of them can be defended against with a Minor Globe.Īll the numbers are vanilla, without any trimmings. Unattended objects (and maybe unconscious, dead and dying characters) have no such luxary. So while the characters may be smoldering, they normally can put out any fires on their person very quickly with no fuss. A wave of pure heat that damages you, but the sudden vacuum makes it difficult to light stuff up. Granted, a fireball is a different animal than 20 lbs of C4 (more fire, less boom) but I can see that happening with a fireball, too. This is because the initial explosion created a vacuum that either prevented object form lighting up or the on rushing wind as that vacuum is filled put them out.just a guess there. Very often after a large explosion, there are all manner of melted and heat damaged items, yet nothing lit of fire (well.sometimes it did). When I was in the army we used to blow stuff up a lot (imagine that.) In one case, we blew up a building that was to be cleared for new construction (they were renovating our base and allowed the combat engineering units to train on the old structures.FUN!). The flames from the warm version of the fire shield spell do Won't grant you any extra damage from Aganazar's scorcher, Instantaneous duration sets a creature on fire, so the Pyro feat Most fire spells don't set anything on fire, and evenĪs noted in the DUNGEON MASTER's Guide, no spell with an Burning Ember 4 5 6 Controlled Fireball, Death Ward, Enervation, Confusion, Crushing Despair Fire Snake, Feeblemind, Cave Fangs, Mind Fog, Summon Monster. SeeĬatching On Fire in Chapter 3 of the DUNGEON MASTER's Something on fire (such as when you use alchemist's fire). The Pyro feat lets you deal extra damage when you set Some other spells my players are asking about areīurning hands, fire shield, wall of fire, and flame arrow. Points of damage? Will Aganazar's scorcher also deal theĮxtra point per die? There are so many the list could go onĪnd on. Is this true? Can a fireballĬast by a 6th-level character with the Pyro feat deal 6d6+6

Inflict with any spell that has the fire descriptor. The Pyro feat from Song and Silence seems to say that theįeat gives you +1 point of damage per die of damage you
