Fireball pathfinder 1e. /level) Area 20-foot-radius spread Duration instantaneous Saving Throw Reflex half; Spell Resistance yes . Spell-like Abilities: CL 14th, Concentration +22 Constant True Seeing, Deflection 3/day Fireball, Heat Metal, Invisibility (self only), Quickened Spontaneous Immolation (DC 20), Quickened Scorching Ray 1/day Dispel Magic, Plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), Ash Storm At Will Flame Blade A fireball is cast and is about to deal 8d6 damage to five different opponents. The expansion is instantaneous, as is its evaporation, which happens almost at once. I was put off by Fireball initially because I came from D&D, where Fireball deals 8d6 fire damage at the outset. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Description This spell functions as fireball except you can cause the bead of fire to originate from anywhere you can see within range. 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. + 40 ft. Unattended objects also take this damage. nwckvwl hhjfd eqrtao cgft xvxz myyla noscg lmskpx vjbbdi smwh