Difference between revisions of "Produce Fire (spell)"

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[[File:Produce Flame (spell).jpg|right|525px|thumb]]
 
[[File:Produce Flame (spell).jpg|right|525px|thumb]]
'''Produce flame''' conjures an immolating [[Magical Fire|magical blaze]] that envelops the caster's chosen hand, which can be used to set materials alight or to seize hold of an enemy to cause [[Damage (hit points)|damage]].  The flame isn't as hot as natural fire, so it often requires persistence to force an object to ignite as the caster wishes.
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'''Produce Fire''' is a spell that summons an intense yet controlled blaze that engulfs the caster's chosen hand.  This [[Magical Fire|magical flame]] causes no damage to the caster, as it lacks the immediate searing of heat — but it can be used to ignite natural materials or to cause [[Damage (hit points)|damage]] to a defender.   
  
 
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| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
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Each round the caster maintains contact with an object, the spell raises the fire's temperature by 125° Fahrenheit.  This is sufficient to set paper or [[Lamp Oil|lamp oil]] aflame in 2 rounds, while [[Charcoal|charcoal]] and [[Alcohol|alcohol]] require three.  [[Pitch]] ignites in four rounds, light woods in five and denser woods in six or more.  Damp or sodden materials, whatever they are, take twice as long as normally described.  Because the spell's duration is highly limited for lower level characters, this is a less effective tactic that attacking enemies with the spell.
  
== Ignition ==
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Once the material starts to burn, the result is [[Normal Fire|normal fire]], not [[Magical Fire|magical]].  The effect depends, again, upon the materials being ignited.  Oil, once lit, can easily be used to ignite any surface it touches, which can spread a fire quickly.  With other materials, assume that each [[Combat Hex|combat hex]] with combustible material that's adjacent to the burning area has a 50/50 chance of ignitingIncrease this to 3 in 4 if the area is enclosed.  Very combustable material — such as dry hay, paper or tarred surfaces — should alight without a die rollIf a hex adjoins two hexes that are on fire, roll two dice, with either sufficient to set the hex aflame; no more than 3 dice should be rolled to make this determination.
For each round of holding onto an object, the caster is able to raise it's temperature 125° fahrenheitAt 3rd level, this is sufficient to set paper and lamp oil aflame after two rounds of holding; charcoal and alcohol requires three rounds; pitch requires four rounds; light woods require five rounds and heavy woods six or moreWet, soggy wood would take longer still.  Naturally, the caster must be of sufficient level to maintain a flame long enough to ignite it.
 
  
== Fire ==
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Wet areas, those with heavy wood, surfaces that are covered with heavily sanded pitch, can show a resistance to fire by assigning them a 1 in 4 to a 1 in 12, as judged by the dungeon masterHigh winds outdoors can tight the roll probability higher, either by adding an extra die or adjusting the oddsStrong fires can easily jump 2 to 10 hexes in the space of a round, once they get going.  This can also be assigned.
Once a material burns, however, the resultant blaze is normal fire, not magicalThe result has the potential to set an area alight, depending on the material affectedA trench filled with lamp oil would burn rapidly throughout it's length; but a similar trench filled with firewood would enable the flame to advance much more slowly — perhaps no faster than one [[Combat Hex|hex]] every 5-15 rounds.  Fire indoors advances three times faster than out of doors ... though not as fast as a modern room burns, as it distinctly lacks the presence of modern materials.
 
  
Most establishments made of wood employ fire retardant methods, such as mixing sand with pitch to raise ignition temperatures; fired bricks; or mortar made from animal dung and clay, called "wattle & daub." Moreover, many public houses are made in large part with stone pieces in mortar.  As a result, it's much harder to set a building on fire in the game world than players usually suppose.
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== Using Produce Fire in Combat ==
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Each round that the flame persists, the caster may wield it as a form of [[Attacking in Combat|attack]]To do so, the caster must [[Roll to Hit|roll to hit]], but the target's [[Armour List|armour]] is disregarded; instead, the caster must simply '''hit [[Armour Class|armour class]] 10'''. A successful strike inflicts 2–7 [[Damage (hit points)|damage]].
  
== Attacks ==
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The caster may attempt this fiery grasp once per round. However, creatures lacking a corporeal form, such as [[Shadow|shadows]] and [[Banshee|banshees]], or those with immunity to fire, remain unaffected. If the target also possesses an attack by touch, such as a [[Ghoul|ghoul]] or [[Ghast|ghast]], the caster's burning hand provides protection against those effects.
For each round the flame remains active, the caster can use it to cause damage in [[Combat|combat]].  To do so, the caster must attempt [[Roll to Hit|to hit]]. The enemy's [[Armour List|armour]] is ignored; the caster needs '''to hit [[Armour Class|armour class]] 10''' to succeed.  A successful hit causes 2-7 damage.
 
  
The grasp can be attempted once per round.  Creatures with non-corporeal bodies, such as [[Shadow|shadows]] and [[Banshee|banshees]], or those with immunity to fire, aren't affected.  If the creature to be touched also delivers an attack by contact, such as a [[Ghoul|ghoul]] or a [[Ghast|ghast]], the caster's fiery hand will protect him or her from those effects.
 
  
[[Category: Druidical Spells]]
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 22:31, 15 February 2025

Produce Flame (spell).jpg

Produce Fire is a spell that summons an intense yet controlled blaze that engulfs the caster's chosen hand. This magical flame causes no damage to the caster, as it lacks the immediate searing of heat — but it can be used to ignite natural materials or to cause damage to a defender.

Produce Fire
Range 10 ft.
Duration 1 round per level
Area of Effect caster's hand
Casting Time 1 round
Saving Throw none
Level druid (2nd)

Each round the caster maintains contact with an object, the spell raises the fire's temperature by 125° Fahrenheit. This is sufficient to set paper or lamp oil aflame in 2 rounds, while charcoal and alcohol require three. Pitch ignites in four rounds, light woods in five and denser woods in six or more. Damp or sodden materials, whatever they are, take twice as long as normally described. Because the spell's duration is highly limited for lower level characters, this is a less effective tactic that attacking enemies with the spell.

Once the material starts to burn, the result is normal fire, not magical. The effect depends, again, upon the materials being ignited. Oil, once lit, can easily be used to ignite any surface it touches, which can spread a fire quickly. With other materials, assume that each combat hex with combustible material that's adjacent to the burning area has a 50/50 chance of igniting. Increase this to 3 in 4 if the area is enclosed. Very combustable material — such as dry hay, paper or tarred surfaces — should alight without a die roll. If a hex adjoins two hexes that are on fire, roll two dice, with either sufficient to set the hex aflame; no more than 3 dice should be rolled to make this determination.

Wet areas, those with heavy wood, surfaces that are covered with heavily sanded pitch, can show a resistance to fire by assigning them a 1 in 4 to a 1 in 12, as judged by the dungeon master. High winds outdoors can tight the roll probability higher, either by adding an extra die or adjusting the odds. Strong fires can easily jump 2 to 10 hexes in the space of a round, once they get going. This can also be assigned.

Using Produce Fire in Combat

Each round that the flame persists, the caster may wield it as a form of attack. To do so, the caster must roll to hit, but the target's armour is disregarded; instead, the caster must simply hit armour class 10. A successful strike inflicts 2–7 damage.

The caster may attempt this fiery grasp once per round. However, creatures lacking a corporeal form, such as shadows and banshees, or those with immunity to fire, remain unaffected. If the target also possesses an attack by touch, such as a ghoul or ghast, the caster's burning hand provides protection against those effects.