The only spell you need: Fireball!!!


Pathfinder First Edition General Discussion


Challenge:

Using fireball, and only fireball, make it useful in as many scenarios as possible. Your choice on level, but reaching as much utility as low as possible earns bonus points (in this game that I made up and the points don't matter)

Example (consider it my entry if you like):

Crossblooded Sorcerer

Bloodlines:
Phoenix Sorcerer Bloodline (Fireball heals!)
Elemental Sorcerer (Fireball freezes??)

Traits:
Wayang Spellhunter
Mystic Lineage

Feats:
Empowered Spell (so much damage or healing!)
Merciful Spell (for knocking out punks with Fireball)
Selective Spell (don't wanna burn our friends!)
Elemental Spell (Acidic Frozen FIREBALL!)

Items:
Lesser Maximize Rod (ALL THE FIREBALL!)

Fireball can heal, freeze, burn, do acid damage, just knock people out, and selectively not hit your buddies (or enemies if healing).


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I prefer the good ol' blockbuster wizard build.

-Admixture wizard, your fireball is any element you want 3+int times a day and you get some extra damage
-magical lineage for your fireball because yo dawg I heard you like metamagic
-spell focus (evocation) as a tax for:
-spell specialization, now you get +2 caster level of fireball
-heighten spell as a tax for:
-preferred spell, now every spell is secretly a fireball with spontaneous metamagic at no casting time increase
-intensify spell, because 10d6 is for amateurs
-dazing spell, because unless they have evasion they just lost 3 turns
-spell penetration and greater, just say no to spell resistance
-spell perfection, because I heard you like tossing out dazing intensified empowered fireballs from a 5th level slot, and now your spell penetration bonuses are doubled
-quicken spell, because a great follow up to the aforementioned 5th level dazing intensified empowered fireball is another intensified empowered fireball as a swift action
-rods of maximize spell, because with spell perfection it's gonna be hard for you to actually need to use any spell slots higher than 6th for your fireballs and lets just jack up the damage for free even more
-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Dark Archive

Take magic trick and do all kinds of fun stuff


There are some newer metamagic feats for fireball, especially Planar Adventures has a few gems:

Apocalyptic Spell: turn area into difficult terrain
Blissful Spell: debuff AB & damage
Tumultuous Spell: push targets into random directions


Darigaaz the Igniter wrote:


-dazing spell, because unless they have evasion they just lost 3 turns

-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Dazing Spell only dazes targets that fail their save against the spell. If the spell allows no save, the target makes a will save against the daze separately. Fireball allows a reflex save for half damage. Even if the target takes half damage, they did save so they do not get dazed.

While the Orc bloodline arcana technically doesn't specify Sorcerer spells, Blood Havoc says it only works with Sorcerer spells. So if your Sorcerer/Wizard throws a spell with his Wizard spell slots, he doesn't get the bonus from Blood Havoc.

If you crossblood Orc/Draconic(Red or Gold), you get +1 damage to all spells, and +1 damage to fire spells that doesn't care if it is a sorcerer spell.

If you are going to go sorcerer, Phoenix/Orc offers more flexibility. Adding Blood Havoc to the mix means you throw fireballs with +2 damage per dice which makes Empower spell better than Maxamize. Phoenix lets you toggle between doing damage and healing. Use metamagic rods to change the element of your spells as needed. The minor Elemental spell rods are only 3k each, as opposed to the 35k for a minor maxamize rod. You can also pick up benthic spell as a feat to allow you to change your fireball into bludgeoning damage. While most high level creatures have DR, that DR is usually lower than their energy resistance, especially when the monster if often immune to multiple energy types.

Also pick up Leadership and get a druid cohort with the Druidic Herbalism class feature. Now you're 7th level+ druid can give you wis mod channel the gift potions per day for more fireball goodness. Now you look forward to travel days where you get to stock up on extra fireball.


Get the callous caster betrayal/teamwork feat and leadership. Adds shaken to the debuffs you can throw around, also allows immediate action movement via fireball for your cohort. Or for other allies who get the callous casting feat I guess.

If you have the phoenix bloodline arcana then fireball can be a beneficial spell; the blissful spell metamagic could apply either way depending on how you cast it.

Lingering spell makes a fireball (very temporary) battlefield control.

With all the metamagic being considered in these posts you're going to have to use metamagic rods of course.


Darigaaz the Igniter wrote:

I prefer the good ol' blockbuster wizard build.

-Admixture wizard, your fireball is any element you want 3+int times a day and you get some extra damage
-magical lineage for your fireball because yo dawg I heard you like metamagic
-spell focus (evocation) as a tax for:
-spell specialization, now you get +2 caster level of fireball
-heighten spell as a tax for:
-preferred spell, now every spell is secretly a fireball with spontaneous metamagic at no casting time increase
-intensify spell, because 10d6 is for amateurs
-dazing spell, because unless they have evasion they just lost 3 turns
-spell penetration and greater, just say no to spell resistance
-spell perfection, because I heard you like tossing out dazing intensified empowered fireballs from a 5th level slot, and now your spell penetration bonuses are doubled
-quicken spell, because a great follow up to the aforementioned 5th level dazing intensified empowered fireball is another intensified empowered fireball as a swift action
-rods of maximize spell, because with spell perfection it's gonna be hard for you to actually need to use any spell slots higher than 6th for your fireballs and lets just jack up the damage for free even more
-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Nice, except that you are looking at 9 feats, so forget doing anything else cool.....


TxSam88 wrote:
Darigaaz the Igniter wrote:

I prefer the good ol' blockbuster wizard build.

-Admixture wizard, your fireball is any element you want 3+int times a day and you get some extra damage
-magical lineage for your fireball because yo dawg I heard you like metamagic
-spell focus (evocation) as a tax for:
-spell specialization, now you get +2 caster level of fireball
-heighten spell as a tax for:
-preferred spell, now every spell is secretly a fireball with spontaneous metamagic at no casting time increase
-intensify spell, because 10d6 is for amateurs
-dazing spell, because unless they have evasion they just lost 3 turns
-spell penetration and greater, just say no to spell resistance
-spell perfection, because I heard you like tossing out dazing intensified empowered fireballs from a 5th level slot, and now your spell penetration bonuses are doubled
-quicken spell, because a great follow up to the aforementioned 5th level dazing intensified empowered fireball is another intensified empowered fireball as a swift action
-rods of maximize spell, because with spell perfection it's gonna be hard for you to actually need to use any spell slots higher than 6th for your fireballs and lets just jack up the damage for free even more
-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Nice, except that you are looking at 9 feats, so forget doing anything else cool.....

Here's the fun thing, you still have full wizard casting available. That fly spell? Could also be a fireball. Teleport? Secretly a fireball. Black tentacles? Fireball. Summon monster VII or just drop a nuke on em. Wizards are all about option and now all your options have the option to be a fireball.


*Magic Trick: Fireball
- Alchemist's Inferno (Craft [Alchemy] 9 Ranks, Spellcraft 9 Ranks)
This one isn't worth, you 1/2 the damage to add a "Catch on Fire" effect with failed Reflex saves.

- Cluster Bomb (Spellcraft 6 ranks)
This is one of the main reasons why I'm selecting Magic Trick. This allows Fireball to scale infinitely every 2 levels. If a creature is effected by more than one cluster, they only need to roll reflex once. Focusing everything on 1 target or using multiple blasts to clear a wave of enemies makes this a GREAT Choice for Fireball Builds. Super versatile. Combines well will Widen Spell and....

- Concentrated Fire (Selective Spell or Widen Spell, Spellcraft 6 Ranks)
ANOTHER Great Choice for Fireball - decreasing the spell width for power buff also means you're less likely to accidentally scorch the fighter in the middle of your Fireball. 5ft. Radius is still a 10ft. Diameter, so you might still need Selective to avoid smoldering someone. Using Widen Spell + Custer Bomb Trick + Concentrated Fire Trick = a 5ft. Radius, 5d6 Fire Damage expulsion for every 2 levels.

- Sculpt Flames (Reach Spell, Selective Spell)
Not as impressive as the above two, but its a free option if you took Selective Spell on your feat list.

- Where There’s Smoke (Craft [alchemy] 6 ranks, Spellcraft 6 ranks)
Just... Just no... No... Just No...

Crossblood Sorcerer Orc/Solar = +1 Damage per die to all Spells, or +2 Damage per die for Fire Spells; Immunity to Daze; Darkvision 30 ft.

Don't forget Flumefire if you have the ability to take it with a single dip into Blood Rager.

This is how I made my Fireball Blaster anyway. Not PFS Legal sadly.


I had a high level 3.5 character who had levels in Rogue. With Evasion and his Reflex Mod, he was practically immune to things like Fireballs anyway. The party Wizard and Wilder would just lay down blankets of Eldritch Might all around me. It was kind of a running joke, that, and my character getting Swallowed Whole and cutting his way out all the time. We started calling him Colonel Sweet Corn, the Bad Shrimp!


Darigaaz the Igniter wrote:


-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Now, would that stack with Emberkin race trait, Pyromancer?

Quote:
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.


Skrayper wrote:
Darigaaz the Igniter wrote:


-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Now, would that stack with Emberkin race trait, Pyromancer?

Quote:
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Yes it would, but it isn't very good. The trait bonus adds +1 damage to the entire spell, not +1 per dice.


Meirril wrote:
Skrayper wrote:
Darigaaz the Igniter wrote:


-one level dip into orc bloodline sorc with the blood havoc bloodline mutation: get +2 damage per die no matter what element. That's +30 from an intensified fireball. Plus, you're still getting +1/2 your wizard level to damage.

Now, would that stack with Emberkin race trait, Pyromancer?

Quote:
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Yes it would, but it isn't very good. The trait bonus adds +1 damage to the entire spell, not +1 per dice.

I wasn't sure because of the wording "damage rolls".

Does this mean (just wondering), that each ray of a scorching ray would get +1, or the entire spell gets +1?


Skrayper wrote:


Does this mean (just wondering), that each ray of a scorching ray would get +1, or the entire spell gets +1?

Every individual damage roll gets a +1; that is, whenever you roll dice for damage, add +1 to the total.


Theaitetos wrote:
Skrayper wrote:


Does this mean (just wondering), that each ray of a scorching ray would get +1, or the entire spell gets +1?
Every individual damage roll gets a +1; that is, whenever you roll dice for damage, add +1 to the total.

Hmm...that actually makes it rather good for magic missile. Not for a lot of other spells, but hey its only a trait.


I was always a fan of using fire spells on water to create steam or ice to make a surface slippery, etc. But that gets into some pretty complex real-world physics equations pretty quick.

There was also the actual making of an attack roll to get the little bead of energy through a key hole or whatever before it turned into a fireball back in the day.


www.youtube.com/watch?v=2MgAhJvmc3s

I presume this is where the idea originated?

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