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Fireball

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Fireball
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
Effects
The target is hit by an Area Damage 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 Area Damage attack of a basic strength of Icon Ranged Magic.png 5 (delivering Immolation Damage). As per the rules of Area 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. As this is a type of Area Damage, 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 the time of the casting.

Immolation Damage Edit

Main article: Immolation Damage

When a unit is targeted by a Fireball, it is instantly struck by an Immolation Damage attack, the strength of which is determined by the amount of Icon Mana.png Mana invested into casting the spell (see below). The result of this damage also depends 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 almost the same as Fire Damage: the attack makes a certain number of Icon ToHit.png To Hit rolls to determine how accurate it is, and the target may make Icon ToBlock.png Defense rolls as appropriate to see how much damage it can block or avert. All unblocked hits are translated into Icon Damage.png Damage points, and applied to the target unit, as in Physical Damage, with the exception that the damage done is limited to the current Icon Hits.png Health of the unit.

However, as this is a form of Area Damage, targets containing Icon MultiFigureUnit.png Multiple Figures are struck separately for every Icon Figure.png figure instead. In essence, the more Icon Figure.png Figures the target contains, the more Immolation Damage is inflicted upon it.

The Fireball makes a number of Icon ToHit.png To Hit rolls against each Icon Figure.png Figure equal to its Attack Strength, 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. However, no Icon Figure.png figure can have more unblocked hits registered at it than it has Icon Hits.png Hit Points, which is somewhat of a limiting factor for final damage.

The end result is still that Icon MultiFigureUnit.png Multi-Figure units stand to suffer much more Icon Damage.png Damage on average when struck by a Fireball, than a Icon SingleFigureUnit.png Single-Figure unit would suffer from the same cast - 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 lower Casting Cost, making the Fireball spell a dedicated anti-Icon MultiFigureUnit.png Multi-Figure unit spell. It can easily obliterate a unit of Icon MultiFigureUnit.png 8-figure 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 seriously hurt, for instance, a Icon SingleFigureUnit.png single Icon Nature.pngStone Giant.

Immunities Edit

Fireball delivers Immolation Damage, the Area version of Fire Damage. This makes targets possessing either the Ability MagicImmunity Magic Immunity or UnitEnchantment Righteousness Icon Life.pngRighteousness effects completely immune to it. They will never suffer any damage from this attack.

Units with Ability FireImmunity Fire Immunity are actually not completely immune. Instead, their Defense is temporarily raised to Icon Defense.png 50 for the purpose of blocking this damage. This, of course, applies to each Icon Figure.png figure in the unit. To put this into perspective, a maxed out Fireball (Icon Ranged Magic.png 25) has roughly 2% chance of damaging such a figure.

The following conditional effects also offer extra protection against Fireball: the protective Unit Enchantments Icon Life.pngBless, Icon Nature.pngResist Elements, and Icon Nature.pngElemental Armor; and the Ability LargeShield Large Shield ability.

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. Unfortunately the game will not complain about targeting units with the above immunities that will fail to be affected.

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.

Bear in mind that the Attack Strength will only increase with every full Icon Mana.png 3 spent, fractions of this are effectively wasted!

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 single 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.

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