A burning fireball appears high in the sky above the battlefield. The caster nominates a spot on the tabletop and marks it with a suitable counter (a small coin is ideal). At the start of each subsequent magic phase, including the enemy's magic phase, roll a D6. On the score of a 1-4 the fireball continues to plunge downwards, growing larger as it does so. Place another marker on top of those already there. On the score of a 5-6 the fireball strikes the ground destroying everything within a radius equal to the number of markers present. Until the fireball strikes, anyone within the potential area of destruction must take a Panic test at the start of their turn. A successful dispel will not counter the spell entirely, but removes one marker from the pile, only dispelling the spell for good if there are none left.
Remains in play until hits