Torch
Health: 10
Hardness: 10
Craft DC: 10 (Woodworking) and 20 (Alchemy) or 15/20 Survival
A torch is a large stick of wood with something very flammable at one end. They provide illumination out to 20 feet and shadowy illumination out to 40 feet.
Oil, pitch, and alchemical pitch will light enemies On Fire when the torch is used as a weapon
Torches require a Survival check or Matches to light. They are designed to light immediately.
The duration of a torch is determined when it is lit. It will continue to burn for this duration unless deprived of oxygen (stuck in dirt) or completely immersed in a nonflammable liquid. It retains the remainder of its time if extinguished - if I determine a torch will burn 80 minutes upon lighting, then extinguish it after 40, it has 40 left if I choose to at any time relight it.
Type | Duration | Description |
---|---|---|
Rush/Grass | 1d6*10 minutes | Survival DC 15 |
Oil | 2d6*10 minutes | No DC - only 1 flask oil and Club required |
Pitch | 3d4*10 minutes | Survival DC 20 |
Alchemical Pitch | 4d4*10 minutes | Alchemy check |
An Alchemical Pitch Torch will not extinguish if submerged in liquid, and continues to cast light while underwater. Dirt and similar methods extinguish it as normal.
A torch, once extinguished, becomes a Club.
Carrying torches can be dangerous. If a character catches On Fire, each torch has a 25% chance per round to ignite, lighting as if lit normally (normal duration) and dealing 1d6 fire damage to the carrier until dropped or extinguished normally.