Difference between revisions of "Torch"

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'''Hardness''': 10
 
'''Hardness''': 10
 
   
 
   
'''Craft DC''': 10 (Woodworking) and 15 (Alchemy) or 15/20 Survival
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'''Craft DC''': 10 (Woodworking) and 20 (Alchemy) or 15/20 Survival
  
 
A torch is a large sick of wood with something very flammable at one end. They provide illumination out to 20 feet and shadowy illumination out to 40 feet.
 
A torch is a large sick of wood with something very flammable at one end. They provide illumination out to 20 feet and shadowy illumination out to 40 feet.
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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]].
 
A torch, once extinguished, becomes a [[Club]].

Revision as of 11:24, 14 June 2010

Health: 10

Hardness: 10

Craft DC: 10 (Woodworking) and 20 (Alchemy) or 15/20 Survival

A torch is a large sick 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.

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.


Types of Torches
Type Duration Description
Wood Only 1d6*5 minutes Wood lit directly - no craft DC
Rush/Grass 1d6*10 minutes Survival DC
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.