Thanks 60[] for helping out

Unfortunately, it didn't work... I found that the
SC_GetCollisionBounce X/Y/Z commands return very strange values that I don't quite make sense to me...
However, what you described above brought me to the idea of using
SC_GetCollisionNormal X/Y/Z, which returns a value ranging between
-1 and
1. From that I was able to make this:
gravity_inc=SC_GetCollisionNormalY()*(0-(gravity_inc*0.8))
speed=speed+(SC_GetCollisionNormalX()*speed*2)
EDIT : Ah, Benjamin already said to use normals
The 0.8 in the gravity formula is to simulate decreasing gravity over time, and can be disregarded.
The problem I am still having is that the direction of the fireball is disregarded... So if I have a 45° plain, it will increase speed when the fireball hits it, but it will also increase speed when the fireball hits it from the other direction.
The same if I use a 315° plain : It will decrease the speed when the fireball hits it, but it will also decrease the speed when the fireball hits it from the other direction.
How could I prevent/fix this?
Thanks,
TheComet