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