Environmental Effects: Difference between revisions
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===Catching on Fire=== | ===Catching on Fire=== | ||
Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash. | Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash. Spells that specifically set you ablaze always include the effects in the spell description. | ||
But what if you get caught in a siege that ends with the entire city being consumed in a blaze? This may progress to the level of a Wildfire, see above. | |||
But suppose you've been swimming in a vat of brandy (see Dangerous Liquids, above), and after you get out, soaked in highly flammable alcohol, THEN you get hit with a fire effect? It is entirely reasonable that you would burst into flame. | |||
Characters at risk of catching fire are allowed a Hard reflex saving throw of their CR save to avoid this fate. If a character's clothes or hair catch fire, he suffers the [[Singed]] condition with the damage based on his CR, or the CR of the effect which caused the ignition, whichever is higher. Removing this singed condition is done as normal, although at GM discretion you may need to do other things in your given set of circumstances. | |||
===Extinguish / Douse a Fire=== | ===Extinguish / Douse a Fire=== |