This article is about the unit ability called "Fireball Spell". For the Chaos spell of the same name, see Fireball.
Ability FireballSpell
Fireball Spell is one of the many Unit Abilities available in Master of Magic. A unit with the Fireball Spell ability can cast a Icon Chaos.pngFireball spell once in every combat. This does not consume any Icon Mana.png Mana, Ability Quiver Spells, or Spell Skill, but at the same time it also cannot be enhanced, and is only available once per battle per unit (as opposed to once per Icon Figure.png figure).

All Magicians possess the Fireball Spell ability, and they are the only units that have this ability. It cannot be added to any other unit artificially. Other units with the Ability Caster Caster ability may also be able to cast Icon Chaos.pngFireball, but in those cases the normal rules for casting it apply instead.

Description Edit

Magicians have the unique ability of being able to channel magic energy via their staves into a large flaming sphere, which is hurled at the target and will explode on impact. The fireball inflicts Area Damage and can inflict serious damage, especially to Icon MultiFigureUnit.png Multi-Figure targets.

Effect Edit

During each battle, it is possible to activate a unit's Fireball Spell ability exactly once. This is done by selecting that unit, clicking the "Spell" button in the combat menu, and selecting the unit's name. The game then prompts for a valid target - i.e. any enemy unit on the battlefield.

When the ability is activated, the game essentially casts the Icon Chaos.pngFireball spell at the designated target. Unless countered by effects such as Icon Sorcery.pngCounter Magic or a Node's dispelling aura, a sphere of fire will fly down from the sky, impact with the target, and deal damage to each Icon Figure.png Figure within the target unit immediately.

The strength of this Fireball is exactly Icon Ranged Magic.png 5, and cannot be increased like the actual Fireball spell. As with all Area Damage attacks, this means that the game makes 5 Icon ToHit.png To Hit rolls against each individual Icon Figure.png Figure within the target unit, and each figure must separately make Icon ToBlock.png To Block rolls to defend itself. "Unblocked" hits are translated into Icon Damage.png Damage Points (no Icon Figure.png figure can be hit for more damage than it has Icon Hits.png HP), and applied to the unit as a whole.

Due to striking each Icon Figure.png Figure independently, the Fireball spell is much stronger against Icon MultiFigureUnit.png Multi-Figure units than it is against Icon SingleFigureUnit.png Single-Figure units. Despite being weak in strength, it has a good chance of killing a few lightly-armored Icon Figure.png Figures. The low strength, however, means that the spell will do little if any damage to any decent Icon SingleFigureUnit.png Single-Figure unit, and will likely be less powerful than the Magicians' Icon Ranged Magic.png Magical Ranged Attack.

Activating a unit's Fireball Spell ability costs it all of its remaining Movement Allowance for this turn. A unit that has already spent all of its Movement Points cannot use Fireball Spell until the next turn.

Immunities Edit

Targets possessing Ability MagicImmunity Magic Immunity or UnitEnchantment Righteousness Icon Life.pngRighteousness will be completely unaffected by the Fireball, and will never suffer any damage from it. Targets with Ability FireImmunity Fire Immunity will temporarily have their Defense score boosted to Icon Defense.png 50 for the purpose of blocking this spell, and thus will likely suffer no damage from it either. Avoid using the Fireball Spell ability against any such targets.

Similarly, the Defense bonus granted by Icon Life.pngBless, Icon Nature.pngResist Elements, and Icon Nature.pngElemental Armor; and even the Ability LargeShield Large Shield ability (Swordsmen) is significant compared to the Attack Strength of this Fireball, therefore units with these effects may also make poor targets.

Fireball versus Normal attack comparison Edit

Most mid tier units have Icon MultiFigureUnit.png 6 figures, and Magicians are a high end unit, requiring a Icon Production.png 1,000 investment in a Wizards' Guild. At this point, the opposing Wizards will most likely be fielding Icon ExpLevel 2.png Veteran Halberdiers or better, unless they are playing races which only have access to weak units.

Against a Icon MultiFigureUnit.png 6 figure unit with Icon Defense.png 4 (assuming basic Veteran Halberdier stats), the Fireball ability will do 1 damage to a Icon Figure.png figure roughly 44% of the time, or roughly 2.64 figures killed per Fireball Spell. This is about 25% better than a Icon ExpLevel 0.png Recruit Magician unit doing an average of 2 damage to the same target with it's Icon Ranged Magic.png Magical Ranged Attack.

At Regular and Veteran Experience Levels, the Ranged Attack damage more or less catches up, with an average damage of 2.563 (2 damage or less roughly 50% of the time, marginally worse than the Fireball Spell).

At the Icon ExpLevel 3.png Elite level, the baseline Magician unit would kill 3 or more Icon Figure.png figures with the Icon Ranged Magic.png Ranged Attack roughly 88% of the time, which is significantly better than the Fireball Spell. This is because while the normal attack benefits from Icon Ranged Magic.png Attack Strength and Icon ToHit.png to hit bonuses from experience levels, the Fireball Spell does not.

The figures are obviously even more in favor of the Ranged Attack for Icon Figure.png 6 figure High Men Magicians. As such, the Fireball Spell is mainly only useful with inexperienced Magicians against common Icon MultiFigureUnit.png multi-figure units by the time they can be recruited. However, it's also worth noting that unlike the Ranged Attack, Fireball Spell does not get weaker if the Magicians unit loses some of its Icon Figure.png figures. It is also an extra spell after exhausting their allotment of 4x Ranged Ammo.

Units with Default Fireball Spell Edit

Each and every unit of Magicians in the game possesses the Fireball Spell ability. There are 5 such units, each belonging to a different Race:

Tactical HighElfMagicians High Elf Magicians
Tactical HighMenMagicians High Men Magicians
Tactical OrcMagicians Orc Magicians
Tactical BeastmenMagicians Beastmen Magicians
Tactical DraconianMagicians Draconian Magicians

Remember that these units also possess a strong Icon Ranged Magic.png Magical Ranged Attack, which will actually be more useful when targeting Icon SingleFigureUnit.png Single-Figure units. Try to target the Fireball Spell at Icon MultiFigureUnit.png Multi-Figure units instead, and only use it on Icon SingleFigureUnit.png Single-Figure units if no other units are on the battlefield and your Magicians have run out of ammunition for their ranged attack.

Acquiring Fireball Spell Edit

No known spell or effect can add the Fireball Spell ability to a unit that does not already possess it.

As a result, Magicians are the only units to have the Fireball Spell ability.

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