uzagi_akimbo
First Post
We have a small(ish) problem clogging up some of the fun in our campaign over the interpretation of just how the damage from the "Fire Seeds" spell works, specifically the damage from the "Acorn" version of the spell
Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
Specificially, we are divided upon the "splash" damage, please comment which way you see it working
A) Target struck by ranged touch attack (throw) takes 1D6/caster level of fire damage - no save, everyone within "splash"-radius takes 1D6+1/caster level with a Reflex save for 1/2 damage. Combustibles ignite.
B) Target struck by ranged touch attack (throw) takes 1D6/caster level of fire damage - no save, everyone within "splash"- Radius takes 1 point/caster level with a Reflex save for 1/2 damage. Combustibles ignite.
Also, I would like to ask about your take on the definition of "hard surface" and "strike". Any guidelines as for velocity or range travelled necessary for the combustion ? Basically, is this nitroglycerin which you shuffle around with extreme caution lest you drop it, accidentally squeeze or even set it off by rolling it around in your pocket/hand inappropriately ? At the moment, some players envision these "Acorns" as miniature fireball-grenades easily transportable by the "stealthers", with the possibility of sneak damage (ranged touch), criticals and handy blast effects circumventing Spell Resistance (and yes, the question has crept up if these would damage golems - the typical conjuration "damagers" vs. "immunity to all effects allowing spell resistance" problem). Hard surface to my mind is anything that a glass would break upon, given a decent (5') drop
Secondary question - with a max-range of 100' and listed as a "thrown" (e.g. "hurled"(), what range increments should be used for the ranged touch , seeing an analogous use to hurled flasks of oil ? 10' steps ? 15' steps ? None ?
Thanks for the feedback
Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
Specificially, we are divided upon the "splash" damage, please comment which way you see it working
A) Target struck by ranged touch attack (throw) takes 1D6/caster level of fire damage - no save, everyone within "splash"-radius takes 1D6+1/caster level with a Reflex save for 1/2 damage. Combustibles ignite.
B) Target struck by ranged touch attack (throw) takes 1D6/caster level of fire damage - no save, everyone within "splash"- Radius takes 1 point/caster level with a Reflex save for 1/2 damage. Combustibles ignite.
Also, I would like to ask about your take on the definition of "hard surface" and "strike". Any guidelines as for velocity or range travelled necessary for the combustion ? Basically, is this nitroglycerin which you shuffle around with extreme caution lest you drop it, accidentally squeeze or even set it off by rolling it around in your pocket/hand inappropriately ? At the moment, some players envision these "Acorns" as miniature fireball-grenades easily transportable by the "stealthers", with the possibility of sneak damage (ranged touch), criticals and handy blast effects circumventing Spell Resistance (and yes, the question has crept up if these would damage golems - the typical conjuration "damagers" vs. "immunity to all effects allowing spell resistance" problem). Hard surface to my mind is anything that a glass would break upon, given a decent (5') drop
Secondary question - with a max-range of 100' and listed as a "thrown" (e.g. "hurled"(), what range increments should be used for the ranged touch , seeing an analogous use to hurled flasks of oil ? 10' steps ? 15' steps ? None ?
Thanks for the feedback
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