I'm noticing a problem with my fireball spell. I'm a lvl 11 wizard, yet my fireballs are still only rolling for 5d6 damage. Why is this?
If targets make their reflex save then they only take 1/2 dmg from spells such as fireball. Fireball is capped at 10d6 dmg max, half of that is 5d6. I'm guessing your targets are making their save. If you read the description of the spell it explains this.
It would, but since OP didn't specify, I'm willing to bet that's what's happening; it would explain the exact amount (half) of dmg being rolled. More likely than a bug no one else has reported, or the small chance he's facing say fire resistant creatures all the time.
It's rolling 5d6 regardless of whether the save was successful or not. Besides, the spells always roll their full damage, and damage reduction on account of saves are subtracted from the die roll. Edit: Actually, I might be a complete idiot. Are fire spells (or at least fireball) supposed to do half damage in the water node?
Worth noting that cold spells do double damage in the Water Node. The same case applies to in the Fire Node as well (Fire spells do double damage, cold spells do halved damage).
That... was the third possibility that went through my mind, but I thought this was well known enough around here to not bother mentioning... :bored:
I had completely forgotten about that ... It's a good thing we have so many folks willing to help people around here. :thumbsup: