Fireball
The measure against which destructive magic is judged
Fireball creates one or more compact spheres of flame and hurls each toward a point within Far range. A sphere expands when it arrives, filling the listed radius with fire and dealing the listed damage to every creature and object inside.
The caster chooses a point for each Fireball. Before level 10, a creature caught in several explosions from the same casting takes the damage once. Overlapping explosions extend the spell's coverage; they do not concentrate its power.
At level 10, the caster may overlap two Fireballs on the same creature. That creature takes the listed damage twice. No creature can take more than two Fireballs of damage from the same casting; every remaining sphere must extend the destruction elsewhere.
The flames can ignite exposed material and leave ordinary fires behind. The GM determines what catches and how the fire spreads after the magical explosion ends.
Spell Scaling
| Spell Level | Damage per CL | Fireballs | Radius of each |
|---|---|---|---|
| 1 | 1d12 | 1 | 20 ft |
| 3 | 2d12 | 2 | 40 ft |
| 5 | 4d12 | 4 | 60 ft |
| 7 | 8d12 | 8 | 80 ft |
| 9 | 16d12 | 16 | 160 ft |
| 10 | 32d12 | 32 | 640 ft |