TEXT: 1
  5 Fireball Feats
  #1 With a bullet Point
  	
  One	Idea.	One	Full	Clip.	Still	One	Dollar.
  	
  Sometimes	rules	supplements	read	like	the	world-setting	bible	of	frustrated	novelists.	
  While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	paragraphs	
  of	flavor	text	to	tell	you	swords	are	cool,	magic	is	power,	shadows	are	
  scary,	and	orcs	are	savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	
  through	a	page	of	history	for	every	magic	weapon.	Sometimes	all	that’s	
  needed	are	a	few	cool	ideas,	with	just	enough	information	to	use	them	
  in	a	game.	Sometimes,	all	you	need	are	bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	
  PDFs	each	of	which	gives	the	bare	bones	of	a	set	of	related	
  options.	It	may	be	five	spells,	six	feats,	eight	magic	weapon	
  special	abilities,	or	any	other	short	set	of	related	rules	we	
  can	cram	into	about	a	page.	Short	and	simple,	these	PDFs	
  are	for	GMs	and	players	who	know	how	to	integrate	new	
  ideas	into	their	campaigns	without	any	hand-holding,	and	
  just	need	fresh	ideas	and	the	rules	to	support	them.	No	
  in-character	fiction	setting	the	game	world.	No	charts	and	
  tables.	No	sidebars	of	explanations	and	optional	rules.	Just	
  one	sentence	of	explanation	for	the	High	Concept	of	the	
  PDF,	then	bullet	points.
  
  2
  The High Concept: Feats	 that	
  allow	 spellcasters	 using	 the	 classic	
  and	 venerable	 fireball	 spell	 (and	 other	
  evocations	with	similar	traits)	to	have	as	
  many	options	as	characters	who	use	feats	
  to	focus	on	skills	or	combat	maneuvers.
  EnvironmEntal EffEcts
  Your	 fireball	 creates	 secondary	 effects	
  depending	on	the	environment	in	which	you	
  cast	it.
  Prerequisites:	 Spell	 Focus	 (evocation),	
  Spell	 Focus	 (transmutation),	 ability	 to	 cast	
  fireball.	
  Benefit:	When	you	cast	fireball,	or	another	
  evocation	 (fire)	 spell	 with	 a	 defined	 area	
  (rather	 than	 an	 effect	 or	 targets),	 if	 one	 of	
  the	 materials	 listed	 below	 fills	 a	 volume	
  within	the	spell’s	area	that	is	at	least	equal	
  to	a	5-foot-cube,	you	may	have	the	spell	act	
  in	the	manner	listed	in	the	appropriate	entry	
  below.	The	material	need	not	be	in	a	single	
  mass	–	if	you	cast	a	fireball	in	a	forest	and	the	
  GM	rules	the	shrubbery	and	trees	within	its	
  area	add	up	to	a	total	of	5-foot-cube,	you	may	
  call	upon	the	effects	listed	with	wood/plants,	
  below.
  Dirt/Earth/Stone:	 The	 spell’s	 area	 fills	
  with	noxious	gases	as	the	earth	is	vaporized.	
  Targets	 that	 fail	 their	 saving	 throw	 against	
  the	spell	must	make	a	Fortitude	save	against	
  the	same	DC.	If	they	fail	this	save,	they	are	
  sickened	 and	 lose	 the	 ability	 to	 smell	 for	 a	
  number	 of	 rounds	 equal	 to	 half	 the	 spell’s	
  level	(minimum	1	round).
  Ice/Water:	 The	 spell’s	 area	 is	 filled	 with	
  superheated	 steam,	 able	 to	 both	 burn	 and	
  melt	as	fire,	but	also	dousing	fires	within	its	
  area.	Against	most	creatures	and	targets	the	
  spell	deals	fire	damage,	but	against	creatures	
  of	the	fire	type,	the	wet	steam	counts	as	cold	
  damage.
  Metal:	Part	of	the	fire	energy	from	the	spell	
  superheats	the	metal	in	the	area.	Because	some	
  fire	energy	is	used	to	heat	the	metal,	it	deals	
  1	less	point	of	damage	per	die.	The	lingering	
  heat	causes	the	spell’s	area	to	continue	to	deal	
  heat	damage	(at	the	beginning	of	your	turn)	
  to	all	creatures	in	it.	The	heat	damage	is	equal	
  to	1	hp	per	2	dice	of	the	original	spell,	and	it	
  continues	to	radiate	for	1	round	per	level	of	
  the	spell.
  Wood/Plants:	The	spell’s	area	is	filled	with	
  brightly	 burning	 plant	 material.	 Targets	
  within	 the	 area	 that	 fail	 a	 save	 against	 the	
  spell	 are	 dazzled	 for	 a	 number	 of	 rounds	
  equal	to	the	spell’s	level.
  comEtstrikE
  Your	 fireball	 is	 a	 churning,	 comet-like	
  sphere	of	destruction	that	burns	everything	
  in	its	path.
  Prerequisites:	 Ability	 to	 cast	 fireball,	
  ability	to	cast	an	evocation	spell	with	an	area	
  defined	as	a	line.
  Benefit:	 When	 you	 cast	 fireball	 (or	 other	
  evocation	spell	with	a	medium	or	greater	range	
  and	a	defined	area	of	a	20-ft.-radius-spread),	
  you	can	change	the	spell	so	it	forms	a	5-foot-
  diameter	 streaking	 comet	 of	 energy.	 The	
  spell’s	area	becomes	a	line	up	to	short	range	
  (25	ft.	+5	ft/2	levels)	that	ends	in	an	explosion	
  with	a	10-ft.-radius	spread.	The	comet	streaks	
  past	any	object	in	the	line	less	than	5-feet	in	
  diameter	(damaging	it	normally),	preventing	
  the	 premature	 detonation	 a	 typical	 fireball 
  suffers	when	striking	such	an	object.	Larger	
  objects	simply	stop	the	Cometstrike,	without	
  causing	a	detonation.
  fiEry Wrath
  Your	 fire	 spells	 can	 be	 directed	 by	 fire	
  elementals	you	have	summoned.
  Prerequisites:	 Ability	 to	 cast	 fireball,	
  ability	to	summon	a	fire	elemental.
  Benefit:	 When	 you	 cast	 a	 fireball	 –	 or	
  another	evocation	(fire)	spell	with	a	defined	
  area	(rather	than	an	effect	or	targets)	–	into	an	
  area	that	includes	a	fire	elemental	you	have	
  summoned,	the	fire	elemental	can	control	the	
  flames	of	your	spell.	You	may	decide	what	
  targets	(creatures	&	objects)	are	affected	by	
  your	fireball,	allowing	allies	and	objects	you	
  do	not	wish	to	harm	to	be	totally	unaffected	
  by	the	spell.	If	the	fire	elemental	is	damaged,	
  it	is	also	healed	for	1	hp	per	level	of	evocation	
  (fire)	 spell	 used.	 (If	 you	 have	 multiple	 fire	
  elementals	in	the	spell’s	area,	you	select	one	
  to	be	healed.)
  implosion
  Your	fireball	can	suck	foes	into	the	center	
  of	its	area.
  Prerequisites:	 Ability	 to	 cast	 fireball,	
  ability	to	cast	a	force	spell.
  Benefit:	 When	 you	 cast	 fireball	 (or	 other	
  evocation	 spell	 with	 a	 medium	 or	 greater	
  range	and	a	defined	area	of	a	20-ft.-radius-
  spread	 or	 larger	 radius),	 you	 can	 change	
  the	spell	so	it	is	a	flash	detonation,	burning	
  away	 all	 the	 air	 in	 its	 area,	 and	 causing	 a	
  rushing	of	air	to	be	sucked	toward	the	center	
  of	the	explosion.	Because	of	the	quick	flash	
  detonation,	the	spell	deals	1	less	hp	of	damage	
  
  3
  per	die.	You	make	a	special	drag*	combat	
  maneuver	against	all	creatures	completely	
  engulfed	 in	 the	 explosion	 (making	 one	
  roll,	and	comparing	it	to	the	CMD	of	each	
  target),	with	a	CMB	of	(caster	level	+	spell	
  level).	Creatures	only	partially	within	the	
  area	of	the	spell	take	damage	normally,	but	
  are	immune	to	the	drag	maneuver.	Targets	
  effected	by	the	drag	maneuver	are	pulled	
  toward	the	center	of	the	explosion.	If	2	or	
  more	creatures	are	pulled	to	the	center	of	
  the	spell,	they	are	knocked	prone.
  Performing	this	special	push	maneuver	
  does	 not	 provoke	 attack	 of	 opportunity,	
  thought	 casting	 the	 evocation	 spell	 does	
  unless	it	is	cast	defensively.
  *Combat	 maneuver	 found	 in	 the	
  Advanced Player’s Guide.
  shockWavE
  Your	fireball	can	blow	foes	away	from	
  the	center	of	its	area.
  Prerequisites:	 Ability	 to	 cast	 fireball,	
  ability	to	cast	a	force	spell.
  Benefit:	When	you	cast	fireball	(or	other	
  evocation	spell	with	a	medium	or	greater	
  range	and	a	defined	area	of	a	20-ft.-radius-
  spread	or	larger	radius),	you	can	change	the	
  spell	so	some	of	its	force	is	used	to	create	an	
  outwardly-pushing	 shockwave.	 Because	
  of	 the	 force	 devoted	 to	 the	 shockwave,	
  the	 spell	 deals	 1	 less	 hp	 of	 damage	 per	
  die.	You	make	a	special	bull	rush	combat	
  maneuver	 against	 all	 creatures	 at	 least	
  partially	within	the	explosion	(making	one	
  roll,	and	comparing	it	to	the	CMD	of	each	
  target),	with	a	CMB	of	(caster	level	+	spell	
  level).	 If	 the	 evocation	 spell	 cast	 is	 3rd	
  level	or	less,	the	bull	rush	affects	targets	
  of	Larger	or	smaller	size.	If	the	evocation	
  spell	is	4th	to	6th	level,	it	can	also	affect	
  Huge	targets,	and	if	it	is	7th	level	or	higher	
  it	can	also	affect	Gargantuan	targets.
  Targets	 effected	 by	 the	 bull	 rush	
  maneuver	 are	 shoved	 away	 from	 the	
  center	of	the	explosion.
  Performing	 this	 special	 bull	 rush	
  maneuver	 does	 not	 provoke	 attack	 of	
  opportunity,	thought	casting	the	evocation	
  spell	does	unless	it	is	cast	defensively.
  
  4
  4
  We err on the side oF aWesome!
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  #1 With a Bullet Point: 5 Fireball Feats.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  The	Geniuses
  Art:
  Redpeggy,	Larry	Elmore,	Shaman	Stockart
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
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