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<blockquote data-quote="Alcamtar" data-source="post: 1767311" data-attributes="member: 3842"><p>Continual flame annoys me; if it looks like fire it ought to act like fire, and it seems kooky to stick a burning torch in your pocket or use it underwater. It is "cooler looking" to carry a torch than a glowing coin (the old 2E version), but the behavior is absurd. Two options are:</p><p></p><p>(a) Drop the spell from the list. This may not be great because now character just won't use torches at all, they'll use lanterns or sunrods or something. Also it's a bookkepping chore to keep track of fuel for light sources.</p><p></p><p>(b) Modify the spell. I'm thinking of changing it from [Light] to [Fire] and redefining it as *real* fire -- it is hot, can ignite items, does +1 fire damage like a torch, and can be extinguished by smothering or dousing. If extinguished, it can be re-lit with a command word as a free action. It is no longer dispelled by darkness spells. It requires access to fuel and oxygen, but does not consume them.</p><p></p><p>Has anyone done either of these? I don't want to nerf the spell, just make it more interesting and cooler.</p><p></p><p>Another spell idea is (c),</p><p></p><p>Wizard Fire</p><p>Evocation [Fire]</p><p>Sor/Wiz 1</p><p>Popular among wilderness travelers, this spell ignites a fire that will burn even wet fuel, and will continue burning even in a gale or in a downpour. If smothered or doused, it will re-kindle as soon as exposed to the air again (like those birthday candles you can't blow out). It is hot enough to serve as a campfire. The size and illumination are determine by available fuel, ranging for a candle flame to a bonfire. The spell ends when the fuel is gone, or when the wizard dismisses it with a word.</p><p></p><p>This idea could make a good torch also.</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 1767311, member: 3842"] Continual flame annoys me; if it looks like fire it ought to act like fire, and it seems kooky to stick a burning torch in your pocket or use it underwater. It is "cooler looking" to carry a torch than a glowing coin (the old 2E version), but the behavior is absurd. Two options are: (a) Drop the spell from the list. This may not be great because now character just won't use torches at all, they'll use lanterns or sunrods or something. Also it's a bookkepping chore to keep track of fuel for light sources. (b) Modify the spell. I'm thinking of changing it from [Light] to [Fire] and redefining it as *real* fire -- it is hot, can ignite items, does +1 fire damage like a torch, and can be extinguished by smothering or dousing. If extinguished, it can be re-lit with a command word as a free action. It is no longer dispelled by darkness spells. It requires access to fuel and oxygen, but does not consume them. Has anyone done either of these? I don't want to nerf the spell, just make it more interesting and cooler. Another spell idea is (c), Wizard Fire Evocation [Fire] Sor/Wiz 1 Popular among wilderness travelers, this spell ignites a fire that will burn even wet fuel, and will continue burning even in a gale or in a downpour. If smothered or doused, it will re-kindle as soon as exposed to the air again (like those birthday candles you can't blow out). It is hot enough to serve as a campfire. The size and illumination are determine by available fuel, ranging for a candle flame to a bonfire. The spell ends when the fuel is gone, or when the wizard dismisses it with a word. This idea could make a good torch also. [/QUOTE]
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