Spells/Fireball

Fireball

Throw a fireball that explodes at the target location, damaging and burning monsters.

Damage: 10
Duration: Instant
Mana Cost: 5
InstantCan be your starting spell

Where to get it

Offered from a spell chest, three spells at a time.
Offered as a starting spell

The card that unlocks it

Fireball

Throw a fireball that explodes at the target location, damaging and burning monsters.

Damage: 10
Duration: Instant
Mana Cost: 5

Numbers

Damage10
Minimum damage5
Mana cost5
Mana cost added each time the spell levels1
Amount cast at once1
Sizex1
Duration1 s
Goes off the moment you cast ityes
Keeps hitting while it lastsno
Lands onthe point where the sigil's own lines cross

Instant: this spell goes off once, the moment the sigil is accepted.

Sigil

Draw this shape to cast the spell.

X

Sigil name in the gamex
Strokes2
Match needed75%
Stroke order mattersno
Stroke direction mattersno

Affinity

Level IDamage +5
Level IIDamage +5
Level IIIDamage +5

Affinity is a spell's own mastery level and it carries between runs. Each level is applied on top of the ones below it. How affinity is earned.

Prestige options

Taking one of these cards from a boss chest changes how the spell behaves for the rest of that run. You pick one.

Fae Fire
Fae Fire

Fae Fire

Your Fireball polymorphs monsters and burns them with flames of the Fae Wyld. Monsters affected by Fae Fire take 0.25% more damage.
Felflame
Felflame

Felflame

Your Fireball corrupts all monsters within its blast. Instead of burn. Felflame inflicts monsters with felfire and deals additional damage for each condition afflicting the monster.
Phoenix Fire
Phoenix Fire

Phoenix Fire

+50% Fireball Size
+50% Fireball Damage
Your Fireball becomes a roaring phoenix that pierces enemies and erupts at the target location. The phoenix then returns to you before erupting one more time.
+50% Fireball Damage

Damage effects

The bursts, pools and fields this spell leaves behind. Each one takes this spell's own damage and size bonuses.

Phoenix Blast

Damage10
Seconds between hits0.25 s
Damage over timeBurn
Can critno

Special interactions

When this spell overlaps another one on the field, 3 pairings do something extra. Every pairing in this build is on Special interactions.

FireballandInk

The ink pool catches fire. Enemies standing in it take Ink and Burn.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
FireballandRaise Dead

Your undead catch fire. They apply Burn to enemies they touch. This does not happen if you took So Below.

catch fire: The undead moves 1.5 times as fast for 2 s at the start of a run, stretched by duration bonuses. Touching an enemy applies Burn.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
So Below: You Raise Dead not from the dirt but the Below. Whenever your undead would poison a monster, they instead inflict felfire.
FireballandRiptide

Steam bursts where the blast hits the wave.

Steam: Stays on the ground and hits again on its own rhythm until it runs out; lasts 5 s; hits every 0.25 s; applies Burn; damage over time hits x1.6 harder. Takes its bonuses from Fireball.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.

Upgrade cards

17 upgrade cards can turn up for this spell once you know it: 4 tiered series and 5 one-off cards.

Big Fireball

Big Fireball I

Tier I
+50% Fireball Size
+50% Fireball Size

Big Fireball II

Tier II
+50% Fireball Size
+50% Fireball Size

Big Fireball III

Tier III
+50% Fireball Size
+50% Fireball Size

Direct Fire

Direct Fire I

Tier I
Fireball projectile does double damage.
x2 Special Spell Change

Direct Fire II

Tier II
Fireball projectile does triple damage.
x1.5 Special Spell Change

Direct Fire III

Tier III
Fireball projectile always crits.

Fire Power

Fire Power I

Tier I
+5 Base Damage
+5 Fireball Damage

Fire Power II

Tier II
+5 Base Damage
+5 Fireball Damage

Fire Power III

Tier III
+5 Base Damage
+5 Fireball Damage

Scorching Fire

Scorching Fire I

Tier I
+50% Fireball burn damage
+50% Special Spell Change

Scorching Fire II

Tier II
+50% Fireball burn damage

Scorching Fire III

Tier III
+50% Fireball burn damage

One-offs

Cluster Bomb

Fireball causes multiple smaller explosions shortly after the first.

Delayed Fireball

After fireball explodes, a second blast occurs shortly after.

Homing Fire

Fireballs will seek out the strongest monster.

Unstoppable Fireball

Fireballs pierce monsters.

Upcast Fireball

Increase Fireball damage, DoT, size, and mana cost by 100%
+100% Fireball Damage+100% Special Spell Change+100% Fireball Mana Cost+100% Fireball Size
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