Flaming Normal Projectiles: When choosing this version, the character can affect up to one projectile per level. The projectiles must all be within 10 feet of the character at the time of casting. If shot before the end of the next round, these projectiles catch fire. If they hit, they deal additional fire damage equal to half the character's caster level (up to +10). The flaming projectiles can easily ignite flammable materials or structures. No saving throw is allowed for this version of the spell.
Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.
On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.
Bomb: This round gunpowder bomb must be lit before it is thrown. Lighting the bomb is a standard action. The explosive deals 2d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.
Someone said:As I see it, it´s a great way to a) burn your left hand when you´re about to shoot b) destroy the aerodinamics, balance and aim of the arrow and c) stop the arrow´s penetration.
So you transform a great weapon in something utterly useless. Unless you make arrows long enough and don´t shoot targets smaller than a building or a ship.
GWolf said:I liek the way you are thinking, and what abotu these to things.
Perhaps he set a small piece of ground on fire and dipepd the arrow in, he coudl light them quicker.
And what about, peopel catching fire, I believe clothing would, so what would you do about this?