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Old 10-26-2021, 11:33 AM   #15
Peter von Kleinsmid
The Fantasy Trip Line Editor
 
Join Date: May 2021
Default Re: Staff Countermeasures

It is a clever use.

But if you allow Fire to set a 12-turn fire on anything within Creation-spell range that is not naturally flammable, then Fire goes from being a very effective general-purpose spell, to a spell that at best requires the GM to figure out how to handle situations like foes' weapons or clothes being on fire, to at worst, a spell that can more or less kill anyone for 1 ST at no DX penalty, unless they find some way to put out fire that supposedly sticks to anything, such as their head.

If the spell were designed to be able to keep dangerous fire on people or their weapons, it would say so, as that would be super-effective (46 damage over 12 turns, for 1 ST, no range penalty).

Seems to me it only allows 12-turn fuel-less fires to be started on the ground, or to try to start fires (but not maintain them) elsewhere. One still needs to figure out what the distinction is, exactly. Perhaps it needs to be on an object or the ground, and if the object moves, the fire stops, so it can't be so easily a much-better-than-Drop-Weapon spell, nor a super-deadly "you are on fire" spell.
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