Energy Ball
Evocation [see text]
Level: Magic 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Spell Resistance: Yes
Spell Points: 3
If the explosion didn’t solve your problem, try a bigger one.
An Energy Ball spell is an explosion of energy that detonates with a low roar and deals 3d6 points of damage to every creature within the area. Unattended objects also take this damage.
You choose between cold, electricity, fire, or sonic damage at the time of casting. If the damage caused to an interposing barrier shatters or breaks through it, the Ball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
You point your finger and determine the range (distance and height) at which the Ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Ball at that point. (An early impact results in an early detonation.)
Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.
Electricity: A burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on caster level checks for the purpose of overcoming spell resistance.
Fire: A burst of this energy type deals +1 point of damage per die.
Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object’s hardness.
The spell has all side effects you would normally expect a flash of energy to produce - fire causes small, flammable objects to catch fire, cold causes exposed bodies of water to get a thin coating of ice, and so on. The explosion also creates significant pressure, which has effects of its own. Light, unattended objects are hurled away from the blast radius, and glass windows may break.
This spell’s descriptor is the same as the type of energy you selected.
Augment: For every additional spell point you spend, this spell’s damage increases by one die (d6).