Neorealist said:Actually marshall that is exactly what it means. It's probably easiest to adjudicate produce flame as a touch spell, and allow an attack as part of the casting. But unfortunately for whatever reason, IT ISN'T A TOUCH SPELL.
By a strict reading of the spell: it is a spell with range 0. So you cast the spell, and flames appear on your hand in a similar fashion as if you cast a fireball (or any other ranged spell) where the effects appear where you've designated. (within the range of the spell of course). Now produce flame has special rules for how you can actually throw the flames, and i see no reason why they shouldn't be followed.
Essentially what produce flame does is you cast it to make your hand light up with divine fire. That is all. What you then choose to do with that fire is up to you, but you must follow the 'special' rules for the spell and the game when you decide to do so.
Marshall said:So you believe that the entire Orb of line of spells has no effect?
They are the same spell, the only difference being that you can create them up to close range away but by the time you get to make an attack roll their instantaneous duration has expired.
Your ruling makes no sense in the context of the game.
Druids... remember wildshape? Whack foe with dire bear or dire ape claw & deal 1d6+5 fire damage for a first level slot feels real solid to me. Maybe not "sick", but it isn’t ineffective either. Plus by having it going, a rogue can turn his sneak attacks into touch attacks as long as fire damage is not resisted. {I've never been keen on the way wotc did the touch and sneak attack subject, but that is another issue...}Infiniti2000 said:Sick attack combos? Quite strong? Scales quickly? Even at 1d6+5, I can't believe any of that.
for a first level slot it lasts long enough. Also at 1 flame or minute per level, it is a real nice lead out to find out if a foe has fire resist / immunity before using a higher level spell.Infiniti2000 said:You forget that the more you use it, the less time you have.
Just as bright though.Infiniti2000 said:True, it produces light (while active), but it is not a [Light] spell.
Produce flames versatility and duration keeps it in the running. The frequency of fire resist keeps the spell from running rampant, but that same frequency of fire resist adds value to the spell as a “tester of waters”. As an opening move, one of these flames is a useful ’throw away” to test for SR and Fire resist. Plus it’s duration means the druid can “do something” each round without dumping out a lot of spells when melee has not yet been joined.Infiniti2000 said:Make this spell [Force] damage and you have a case. But as arguably the most common energy damage, this spell is not even comparable IMO.
That part was more for humor. My ruling was based on the spell, my reasons were why I agreed with it.Infiniti2000 said:Quite honestly, that is a ridiculous scenario. (Remember that I agree with your RAW interpretation) You're gonna base your ruling on the idea that the druid is not only the sole source of light, but we need to restrict his selfishness in a one-off spell?
That's correct (except in Marshall's world).Mercy said:Thanks for all the feedback. So I guess the only thing keeping the Chill Touch spell from being a "Rnd 1 Cast, Rnd 2 Start Touching" is the range increment of Touch?
Mercy said:Thanks for all the feedback. So I guess the only thing keeping the Chill Touch spell from being a "Rnd 1 Cast, Rnd 2 Start Touching" is the range increment of Touch?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.