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2. Fireball is casted from wands and arrows of detonation.
3. fireball has greater radius. which means if you cast it at the edge of your vision you can hit enemies you haven't activated yet. drawing their attention. maybe causing them to run over your traps and skull traps.
4. Skull traps stick around. if they don't detonate when the enemy walks near them, they detonate when your guys walk near them, and they hurt.
If you have a group of enemies you can hit without activating them then the last thing you want to do is activate them - just keep hitting them until they die. Why would you want the enemy to start fighting back?
However, you'll probably want to use cloudkill for this.
And now you're using more spell slots. It's a tradeoff
The same reason someone would use SCS "call for help"* option, Immersion.
Or just leave it there and get on with your life, if you can. :-) also I find that a simple mirror image and/or a high magic resistance will do. Alternately you can send someone you keep in the back to begin with to take the damage and heal them later, when all is done. Or just give them a potion of regeneration, I have my chars buy all of those whenever they come across some. Useful thing to have.
Last option - if your main has a CON of 18 and the Draw Upon Holy Might spell, you can have them take the damage, cast DUHM before leaving the area and go on your merry way. A CON of 20+ gives passive regeneration, a four hour walk can fully heal a char with like 90 HP. Doesnt matter whether the score is permanent or temporary.