|Spell Type||Combat Instant|
|The target is hit by an attack with a strength of 5-25, delivering Immolation Damage.|
Fireball is an Uncommon Combat Instant belonging to the Chaos Magic realm. It may only be cast during combat, and must be targeted at an enemy unit. For 15 the spell will strike a target unit with an attack of a basic strength of 5, delivering Immolation Damage. As per the rules of Immolation Damage, the potential harm to the target is increased proportionally to the number of figures it contains.
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 Damage done to the target, on average, increases proportionally to the number of live Figures in that target.
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 Mana invested into casting the spell, see below). The results of this damage also depend greatly on the number of live Figures in the target unit.
When the target is a Single-Figure unit, Immolation Damage behaves the same as Physical Damage: the attack makes a certain number of To Hit rolls, to determine how accurate it is, and the target makes several Defense rolls as appropriate, to see how much damage it has blocked or averted. All unblocked hits are translated into 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 Multiple Figures are struck in a very different manner. In essence, the more 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 Figure in the target unit is struck separately. The Fireball makes a certain number of To Hit rolls against each Figure, and each Figure may make its own set of 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 Damage Points to the unit as a whole.
The end result is that Multi-Figure units will suffer (on average) much more Damage when struck by a Fireball than a Single-Figure unit would suffer - and the more Figures there are, the more Damage is inflicted overall. In fact, there are many offensive spells that will inflict much more Damage on Single-Figure units for a much cheaper Casting Cost, making the Fireball spell a dedicated anti- Multi-Figure unit spell. It can easily obliterate a unit of Spearmen even when cast without any extra Mana, but would require a very hefty amount of extra Mana to hurt, for instance, a Stone Giant.
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 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 figure's Defense score is raised to 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 Mana. Even if the spell is fully powered, it will struggle to slip any Damage through - though a fully-powered Fireball may still be dangerous to a weak, Fire-Immune Multi-Figure unit.
Fireball may only be cast during combat, for a basic Casting Cost of 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 Mana.
The casting Wizard may add up to +60 to the spell's Casting Cost in order to increase its potency. Every 3 beyond the spell's base cost of 15 will add a +1 bonus to the strength of the attack. The casting Wizard may not spend more Mana than he has in his Mana pool, nor spend more Mana than his current remaining Spell Skill allows.
Note: Although it is possible to cast this spell with anywhere between 0 and 60 extra mana, you will only get the extra Resistance penalties for spending Mana in multiples of 3. Therefore, you should cast it with 0, 3, 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.
Customized Wizards possessing 11 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 8 Spellbooks, or Wizards with 11 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 8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Chaos Spellbooks the Wizard possesses or obtains during gameplay.
Fireball has a base Research Cost of 560.
With at least 1 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.
Among the various Chaos Magic direct-damage spells, Fireball is by far the best spell to cast at a 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 Mana can easily destroy most Normal Units in one go. Even a base-level Fireball (with no extra Mana invested) can still cause a lot of damage to a low-tier Normal Unit.
This is easy to calculate: Imagine an 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 25, giving a total of 200 for an average damage output of 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 figures in them, it might be better to cast a more straight-forward spell such as Lightning Bolt or even Fire Bolt - the Chaos Magic realm has many such spells. Most importantly, they are much more efficient with their extra 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.