a Dresden inspired fireball


Homebrew and House Rules


Well if you have read the books. There are times when Harry is drained. So he drains the heat from his surroundings to power a fire spell. So I am thinking of making a dual energy fireball spell. It fires out like a frost beam sapping the heat from everything in its path. Creating a frost path between the spell caster and the target point. At which point all the stolen heat is released in a fireball like explosion.
Possibly having damage attached to the range the spell has to travel with minimum amounts and maximum amounts applying.
Is there such a thing as heat damage? not fire. any better ideas suggestions or improvements? Would this spell be to strong if it did damage like a fireball for the explosion part and like a d6 of frost dmg to each squire traveled through?


Heat damage is considered Fire damage for purposes of damage types, as you can see in the Geyser spell, that deals damage with overheated water and is still considered fire damage.

The spell itself seems like something that could be worked, making it a line cold spell combined with a fire damage explosion in the end. How powerful it could be depends on the variables of the spell: Reach? Damage? Save?

An interesting take it comes to my mind would be that the fire explosion did damage depending on how much damage the cold part dealt, meaning that the more heat it was able to absorb, the more damage the second part will do. But I'm unsure on how to balance this right now.


Dex to save to jump out of the way of the path of the spell. And a dex to save for half from the explosion. For the damage the same as a fireball. the chill beam would freeze the area it crossed if you happened to catch a creature they would take a d6 frost damage. If you got a 4 for that damage you would have a +4 damage in the explosion in the end.

that's what I was thinking as well. But you can't go and give it a fireball's range. That's 400ft + 40ft per level. maybe something like 80ft + 5-10ft per level.

I am playing a winter witch they are not allowed to touch anything with the fire descriptor.


Dresden had some choice words about tabletop RPG fireballs, as I recall. Something about neatly stopping in front of your face due to the grid setup and that not being how magic works.


Split the damage between the two energy types.

Like a normal fireball can deal up to 10d6 fire damage.

Have this spell deal 5d6 cold damage in a line to the target (including the target) and 5d6 fire damage in a radius around the target.


Anyway it should have the fire descriptor, I think. Heat damage is fire damage, so it wouldn't work for a Winter Witch.


Who cares what the author says about magic. Until he comes out with the next book he has a dunce cap on and is sitting in the corner. Sorry..... I am getting a little salty over the long wait for the next book.

so 1d6 of damage per lvl. the max of 10d6 ice damage to the line ending in the target. then another 10d6 fire area effect. the target taking all 20d6 dmg? what lvl would you make that spell claxon?


Saw the title and immediately thought this was what you meant.


zainale wrote:

Who cares what the author says about magic. Until he comes out with the next book he has a dunce cap on and is sitting in the corner. Sorry..... I am getting a little salty over the long wait for the next book.

so 1d6 of damage per lvl. the max of 10d6 ice damage to the line ending in the target. then another 10d6 fire area effect. the target taking all 20d6 dmg? what lvl would you make that spell claxon?

No no no!

Yes, effectively 1d6 damage per level but not of each damage type.

Did you notice how I split the 10d6 into 5d6 each? That was intentional.

A 10th level caster should do 5d6 cold and 5d6 fire.

So I guess maybe 1d6 damage of each energy type per 2 caster levels, capping at 5d6 each. Keep it a 3rd level spell. It offers some different applications compared to fireball, but ultimately I wouldn't consider it any more powerful.


Kirth Gersen wrote:
Saw the title and immediately thought this was what you meant.

Thats more of a flying alchemist area


what kind of different applications Claxon?


zainale wrote:
what kind of different applications Claxon?

I mean, it does two different damage types and has both a line effect and an AOE burst.


zainale wrote:


Dex to save to jump out of the way of the path of the spell. And a dex to save for half from the explosion. For the damage the same as a fireball. the chill beam would freeze the area it crossed if you happened to catch a creature they would take a d6 frost damage. If you got a 4 for that damage you would have a +4 damage in the explosion in the end.

that's what I was thinking as well. But you can't go and give it a fireball's range. That's 400ft + 40ft per level. maybe something like 80ft + 5-10ft per level.

I am playing a winter witch they are not allowed to touch anything with the fire descriptor.

I have a few spells in my corrupt Magic campaign that might be similar.

So something like this but Cold and fire?

Necromantic Scorcher
School: Necromancy/Evocation [fire,] Level: Corrupt 2
Casting time: 1 standard action
Components: V, S
Range: 60 ft
Area: 60 ft line extending from the caster’s square
Duration: Instantaneous
Save: Reflex half Spell Resistance: Yes
This spell inflicts 2d6 Fire damage and 2d6 negative energy plus 1d6 fire damage and 1d6 negative energy damage per 2 caster levels past 3rd (max 9d6 fire and 9d6 negative energy damage at level 15) to each everything in its area. For each creature or object between a given target and the caster, however, that target gains a +2 bonus to its saving throw.

Or maybe:
Erupting Firebolt:
Evocation (Fire)
Level: Corrupt 2
Components: V, s
Cast: Standard
Range: 40 ft
Area: 40 ft line
Dur: Instant
Reflex: 1/2
SR: Yes
You fire a bolt of bright flame which flies off and explodes, sending a cone of ash and flame all over your enemies.
Upon finishing casting this spell, you fire as far as 40-ft. line; at any point during this line, you may have it stop and explode into a 20 feet cone-shaped spread, pointing in the same direction of the line. Any creatures caught within the spell area take 1d6 fire damage per caster level (maximum of 6d6); creatures caught by both the line and cone take an extra 2d6 fire damage.
This spell leaves ash residue on the ground, and the area that the cone occupies is difficult terrain. Light wind will disperse the ashes over the course of 10 minutes, moderate wind over the course of 1 minute, while severe or stronger wind will disperse it in 1 round.

But 1/2 cold and fire?

Silver Crusade

Pathfinder Adventure Path Subscriber

A Dresden inspired fireball? Well, you should ask some ww2 RAF veterans about that.


Dresden is in reference to "The Dresden Files" not the place and time in history.

yes think of it as a normal fireball except that tine orb you manifest saps the warmth from everything near it leaving everything cold and frostbitten. once the bead reaches the target the trapped heat would be expelled in an explosion. like a fireball.


Hey zainale, that fireball is going to be dependent on ambient temperature for its damage.

There are only a few other spells or spell likes i know of that are affected by the temp. I'd look at the Cold Snap Kineticist ability, it triggers its offensive effect for cold related stuff at 40 degrees Fahrenheit. If i was trying to build that into the spell i'd say it does half damage at or below 40F; less ambient heat means less heat for your fireball to utilize. I'd also do a lower limit after which the spell cannot be used, probably somewhere below freezing.


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I liked the max. damage tables in the 3.0 Dungeon Master's Guide. Not clear on why they were omitted from 3.5 and Pathfinder, but, basically:

Spell Level - Max Damage (single target) - Max Damage (multiple targets)
1 - 5d6 - 5d6
2 - 10d6 - 5d6
3 - 10d6 - 10d6
4 - 15d6 - 10d6
5 - 15d6 - 15d6
6 - 20d6 - 15d6
7 - 20d6 - 20d6
8 - 25d6 - 20d6
9 - 25d6 - 25d6

The divine spells tables were similar, but use 1/2d8 instead of 1d6.

Anyway, these might be helpful in explaining why we don't normally have 2nd level spells that deal up to 18d6 damage.

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