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SpellIcon Fireball
Realm Icon Chaos.pngChaos
Spell Rarity Uncommon
Spell Type Combat Instant
Casting Cost Icon Mana.png 15-75
Research Cost Icon Research.png 560
The target is hit by an attack with a strength of Icon Ranged Magic.png 5-25, delivering Immolation Damage.

Fireball is an Uncommon Combat Instant belonging to the Icon Chaos.pngChaos Magic realm. It may only be cast during combat, and must be targeted at an enemy unit. For Icon Mana.png 15 the spell will strike a target unit with an attack of a basic strength of Icon Ranged Magic.png 5, delivering Immolation Damage. As per the rules of Immolation Damage, the potential harm to the target is increased proportionally to the number of Icon Figure.png figures it contains.

Up to Icon Mana.png 60 additional Mana points may be spent increasing the strength of this bolt, with every Icon Mana.png 3 adding Icon Ranged Magic.png +1.

Effects Edit

Fireball launches a powerful bolt that delivers Immolation Damage to its target. This type of damage is quite complex, but the end result is that the total Icon Damage.png Damage done to the target, on average, increases proportionally to the number of live Icon Figure.png Figures in that target.

Furthermore, the strength of the Fireball's attack can be increased by investing more Icon Mana.png Mana into it at casting time.

Immolation Damage Edit

Main article: Immolation Damage

When a unit is targeted by a Fireball, it is instantly struck by a certain amount of Immolation Damage (as determined by the amount of Icon Mana.png Mana invested into casting the spell, see below). The results of this damage also depend greatly on the number of live Icon Figure.png Figures in the target unit.

When the target is a Icon SingleFigureUnit.png Single-Figure unit, Immolation Damage behaves the same as Physical Damage: the attack makes a certain number of Icon ToHit.png To Hit rolls, to determine how accurate it is, and the target makes several Icon ToBlock.png Defense rolls as appropriate, to see how much damage it has blocked or averted. All unblocked hits are translated into Icon Damage.png Damage points, and applied to the target unit. The process is described on the Physical Damage page in more detail.

However, as per the special rules governing Immolation Damage, targets containing Icon MultiFigureUnit.png Multiple Figures are struck in a very different manner. In essence, the more Icon Figure.png Figures the target contains, the more Immolation Damage is inflicted upon it.

The entire process of calculating Immolation Damage is quite complex, since each individual Icon Figure.png Figure in the target unit is struck separately. The Fireball makes a certain number of Icon ToHit.png To Hit rolls against each Icon Figure.png Figure, and each Icon Figure.png Figure may make its own set of Icon ToBlock.png Defense rolls to avert that incoming damage. At the end of this process, all unblocked hits to each Figure are tallied together, and applied as Icon Damage.png Damage Points to the unit as a whole.

The end result is that Icon MultiFigureUnit.png Multi-Figure units will suffer (on average) much more Icon Damage.png Damage when struck by a Fireball than a Icon SingleFigureUnit.png Single-Figure unit would suffer - and the more Icon Figure.png Figures there are, the more Icon Damage.png Damage is inflicted overall. In fact, there are many offensive spells that will inflict much more Icon Damage.png Damage on Icon SingleFigureUnit.png Single-Figure units for a much cheaper Casting Cost, making the Fireball spell a dedicated anti-Icon MultiFigureUnit.png Multi-Figure unit spell. It can easily obliterate a unit of Spearmen even when cast without any extra Icon Mana.png Mana, but would require a very hefty amount of extra Icon Mana.png Mana to hurt, for instance, a Stone Giant.

Immunities Edit

Since the Fireball delivers Immolation Damage, target units possessing either the Magic Immunity and/or Fire Immunity and/or Righteousness abilities are effectively immune to it. They will likely suffer no damage from this attack.

Units with Magic Immunity and/or Righteousness are actually totally immune - there is no chance of them suffering damage at all from a Fireball.

Units with only Fire Immunity can be hurt by a Fireball - but the chances are usually slim. In technical terms, when a unit possessing only Fire Immunity is struck by a Fireball, each Icon Figure.png figure's Defense score is raised to Icon Defense.png 50. As a result, there is an astronomically low probability that any of the figures will suffer damage from the attack, at least when the Fireball is cast with little or no extra Icon Mana.png Mana. Even if the spell is fully powered, it will struggle to slip any Icon Damage.png Damage through - though a fully-powered Fireball may still be dangerous to a weak, Fire-Immune Icon MultiFigureUnit.png Multi-Figure unit.

If the target possesses both Magic Immunity and Fire Immunity, the Magic Immunity wins out, and will completely avert all damage to the target.

Usage Edit

Fireball may only be cast during combat, for a basic Casting Cost of Icon Mana.png 15. It must be targeted at an enemy unit. While you may target any enemy unit, units possessing the Fire Immunity and/or Magic Immunity abilities are not affected by the spell - wasting valuable Icon Mana.png Mana.

The casting Wizard may add up to Icon Mana.png +60 to the spell's Casting Cost in order to increase its potency. Every Icon Mana.png 3 beyond the spell's base cost of Icon Mana.png 15 will add a Icon Ranged Magic.png +1 bonus to the strength of the attack. The casting Wizard may not spend more Icon Mana.png Mana than he has in his Mana pool, nor spend more Icon Mana.png Mana than his current remaining Spell Skill allows.

Note: Although it is possible to cast this spell with anywhere between Icon Mana.png 0 and Icon Mana.png 60 extra mana, you will only get the extra Icon Resist.png Resistance penalties for spending Mana in multiples of 3. Therefore, you should cast it with Icon Mana.png 0, Icon Mana.png 3, Icon Mana.png 6, and so forth - Values in between are wasteful.

Fireball is shown on screen as a massive ball of flames flying down from the sky and impacting with the targeted unit. Damage is dealt immediately on impact.

Acquisition Edit

As an Uncommon Icon Chaos.pngChaos spell, Fireball may become available to any Wizard who possesses at least one Icon Chaos.pngChaos Spellbook. However, its availability during the game is almost never guaranteed.

Customized Wizards possessing Icon Chaos.png11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.

Wizards who possess at least Icon Chaos.png8 Spellbooks, or Wizards with Icon Chaos.png11 Spellbooks who did not select Fireball as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than Icon Chaos.png8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Icon Chaos.pngChaos Spellbooks the Wizard possesses or obtains during gameplay.

Fireball has a base Research Cost of Icon Research.png 560.

With at least Icon Chaos.png1 Spellbook, the Fireball spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.

Strategy Edit

Among the various Icon Chaos.pngChaos Magic direct-damage spells, Fireball is by far the best spell to cast at a Icon MultiFigureUnit.png Multi-Figure unit. The more figures there are in the unit, the more attacks are made by the Fireball, and thus more overall damage is dealt. A Fireball spell fully invested with extra Icon Mana.png Mana can easily destroy most Normal Units in one go. Even a base-level Fireball (with no extra Icon Mana.png Mana invested) can still cause a lot of damage to a low-tier Normal Unit.

This is easy to calculate: Imagine an Icon Figure.png 8 figure unit being struck by a full-power Fireball. 8 attacks are made against the unit (1 against each figure), with each attack delivering Icon Ranged Magic.png 25, giving a total of Icon Ranged Magic.png 200 for an average damage output of Icon Damage.png 60!! No unit is anywhere near likely enough to block that much damage (even with each figure rolling for Defense, as explained above) or be able to absorb it without being destroyed.

On the other hand, when attacking units with only a few Icon Figure.png figures in them, it might be better to cast a more straight-forward spell such as Lightning Bolt or even Fire Bolt - the Icon Chaos.pngChaos Magic realm has many such spells. Most importantly, they are much more efficient with their extra Icon Mana.png Mana investment than Fireball is.

Of course, it is also important to remember that units with Fire Immunity will shrug off a Fireball spell with no damage taken. Only a very rare fluke will allow the spell to cause any damage to such units, and it will likely be very little damage in such a case.

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