Death Ball

based on Frieza’s ability from DBZ, this is a channeled fireball which can be charged to create a bigger and bigger effect, but which can be attacked and disrupted, making it a bit of a gamble to deploy. The mythic version is Supernova.


School evocation [fire] [force]; Level arcanist 6, bloodrager 6, magus 6, sorcerer/wizard 6


Casting Time 1 round (see text)
Components V, S


Range long (400 ft. + 40 ft./level)
Area see text
Duration concentration, up to 1 round/2 levels (D)
Saving Throw Reflex half; Spell Resistance see text


A death ball is an explosive ball of energy which must be channeled, quickly increasing in size and power to become a serious threat and source of incredible devastation.

You create a mote of fire upon the tip of your finger which expands each round it is concentrated on, increasing in size and damage. The death ball deals 1d4 points of damage per two caster levels to every creature within the area if only charged for 1 round. Each round it is channeled increases the damage die of the resulting explosion to 1d8, 2d6, 2d10, 3d6, 3d10, and so on. The detonation also creates a concussive blast; half of the total damage dealt to creatures in the explosion is fire damage, the rest force damage. Creatures damaged by the explosion are thrown 5 ft per 5 points of force damage sustained by the explosion in a direction away from the detonation point, though a successful Reflex save negates this effect.

The size of the death ball’s explosion likewise increases by each round it is charged, beginning at a 10 ft spread and increasing by 10 ft each round it is channeled. While being channeled, the death ball is vulnerable both to attack and destabilization within the environment; this feature makes it difficult to use indoors without accidental detonation. The first round it is channeled, it is treated as a Fine-sized object, having an AC of 8 + any Dexterity or other non-physical AC bonus you possess + your spellcasting attribute modifier against attacks directed toward it; its size bonus to AC is reduced by its increasing size each round, as noted in the table below. Likewise, the death ball gains more hp each round it is channeled; it has an hp of 10 + your spellcasting attribute score x the duration it has been channeled in rounds. If it touches part of the environment or receives damage in excess of its hit points, it will detonate in your square.

Charge Duration Minimum Level Damage Die Explosion Size Sphere Size Check Size Size Bonus to AC HP
1 round 2 1d4 (maximum 5d4) 10 feet diameter Diminutive (1/2 foot diameter) squeezing condition + 8 minimum 15
2 rounds 4 1d8 (maximum 5d8) 20 feet diameter Tiny (2 1/2 feet diameter) 5-ft opening + 2 minimum 30
3 rounds 6 2d6 (maximum 10d6) 30 feet diameter Medium (5 feet diameter) 10-ft opening - minimum 45
4 rounds 8 2d10 (maximum 15d10) 40 feet diameter Large (10 feet diameter) 15-ft opening - 1 minimum 60
5 rounds 10 3d6 (maximum 15d6) 50 feet diameter Huge (15 feet diameter) 20-ft opening - 2 minimum 75

To attack with the death ball, you must point your finger at the target where the death ball is to burst, whereupon the mote streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, erupts into the explosion at that point. An early impact results in an early detonation, just as any attacks which exceed its hp; it can continue to be attacked (though it does not provoke attacks of opportunity) as it travels to its destination, if any creatures had readied actions to intercept it (while traveling to its destination, the death ball loses any personal AC bonuses you provided, such as deflection, cover, and so on). If you attempt to send the death ball through a passage which requires a check at its current size, you must “thread the needle” through the opening with a ranged touch attack, the difficulty of which is noted on the table above. The death ball cannot fit through an opening smaller than its diameter, but each size step the barrier is smaller than its check size imparts a – 5 penalty on the ranged touch attack; failure to exceed a ranged touch attack of 10 causes the death ball strike a surface somewhere between the caster and target point and detonate prematurely.

Due to the instability of the death ball, you must hold the mote of fire for the duration of the charge, up until the point at which you release it; if you charge the death ball to the point specified by the duration field you may still hold the explosive indefinitely, so long as it is not destabilized. You may end the spell at any point and attempt to dispel it harmlessly, but the spell requires a number of rounds to reduce the size and dissipate the energy equal to half the duration for which it was charged (minimum 1 round); if detonated at any point before dissipating, it is treated as a detonation of the size it was at.

Any creature caught in the explosion is able to apply spell resistance against the effect, but the caster adds + 2 to the check each round he charges the sphere.

The explosion sets fire to combustibles and damages objects in the area. The heat is not so severe that the death ball could melt metals, but the force damage will move objects (no save). If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Death Ball

Characters on hold The_Social_Moth