Spell

Explosion

Type
Combat spells
Cost (wounds)
1
Effect
Every combatant: 1 wound each (unless resisted).

Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.

How it plays

Explosion wounds every character and monster in the fight, yours included, unless they resist. Cast it against a crowd of weak monsters such as Harpies or Skeletons, and only when your party can afford a wound each. It costs just 1, but the average gain per target is under one wound, so a small fight isn't worth it.

  • Costs 1 wound of the caster's own strength, and the spell can't be cast if that would kill the caster.
  • Combat only, and only from the second rank (rule 10.4).
  • The target resists it on a 1K6 roll at or under its resistance, which negates the spell (rule 11.0).
  • It hits every character and monster in the fight, your own party included.
  • The Black Gate casts it three times a round, for free.
  • Lowest-resistance monsters (resistance 1): Harpies, Skeletons, Kronks, Orcs, Wargs, Werewolves, Evil Spirits.
  • Highest-resistance monsters (resistance 4): The Nameless One, Demons, Vampires.
Chance it lands, by the target's resistance
Resistance 1 2 3 4
Lands 83% 67% 50% 33%
Average wounds dealt 0.8 0.7 0.5 0.3

Figures come straight from the rulebook tables and rules, before any magic items or bonuses.

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Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)

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