Figured the fire damage is the only thing that applies, the bludgeoning of the torch does not. But 3 fire damage a round should take them out without me spending the cost of Alchemical Fire unnecessarily.If you use a torch on the bats, treat it as an improvised weapon (with 1d3 damage) with fire damage (+1 damage). Also, your lanterns can only go to your adjacent squares (5 feet).
[sblock=OOC]Figured the fire damage is the only thing that applies, the bludgeoning of the torch does not. But 3 fire damage a round should take them out without me spending the cost of Alchemical Fire unnecessarily.
Why the lanterns only 5 feet away? The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.[/sblock]
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.