tweaking Spell (Continual Flame) + magic item question


Homebrew and House Rules


Hi

So basically my wizard wants to cast a Continual Flame on his Staff, but he wants it to function slightly differently: The flame is supposed to be real fire comparable to a torch, (the enchanted item is obviously protected by the spell from self-incineracion), and it reacts to water, wind, etc exacly as a real flame would

So i was thinking to just take the spell, call it "continual flame , archaic", and change the above parameters. making it burn until extinguished by something external (so not quite permanent)
Somewhere between spark and continual flame ^^

1. would this change make the spell more or less powerful than 2nd level? (since it loses the holographic nature of the original but gives +1 fire dmg when used in melee like a torch and can light things on fire but propably won't be really permanent)
Maybe it has to stay 2nd level but the material component gets cheaper to something like 10 gp

2. If the staff is enchanted via craft wondrous item to get a command word activation - and the abillity to light it again when it in fact is extinguished - how much would it cost?
using the normal formula (spell level x caster lvl x 1800 gp = 10.800 which seems a bit harsh)
or rather cast continual flame and somehow add command word? (like 1800 alltogether)
or actually just cast continual flame, and make the command word activation a part of the spell since the fire can now go out?
(possibly making it 2nd level + more costly component ... 100 gp or something)

Input would be appreciated :)


Step 1. Buy a Torch

Step 2. Enchant it with mending, say what...5x/day?

Now you have a torch that burns normally (what you wanted) but just mends itself every so often whenever it may go out soon, at your discretion.

Use the normal formula for level 1 spell, cut in half. I think it ends up at 1000gp. Don't quote me. Too tired to do math


if the wizard wouldn't want specifically his staff to semi-burn (burning without actually burning down) this would be a good solution :)

anyone further ideas?


+1 Flaming quartersaff would get the job done. Plus he could turn it on and off with a command word.


true another solution that works - but its not really supposed to be a great battle enhancement :)
The idea is mostly to tweak the existing spell to actually make a flame that is not stronger than a torch in any way combatwise


Here's my take on the spell, need some opinions
(i know it's a lot of text for the effect)
This way a staff as i requested it actually costs only 110 gp, just as an everburning torch would, but requires some magical skill to really be permanent :)

Continual Flame, archaic
School evocation [Fire]; sorcerer/wizard 2
Casting Time: 1 Full-round action
Components: V, S, M (ruby dust worth 50 gp)
Range: touch
Target: object touched
Effect: magical flame
Duration permanent
Saving Throw none; Spell Resistance no
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect behaves like a regular flame, but it does not consume or heat the touched object itself in any form. The fire creates heat outwards like a regular flame and it uses oxygen and reacts exacly the same way to external manipulation.
A continual flame extinguishes, when it is cut off from oxgen in any form (for example covering or smothering it), and it is quenched when immersed in water or similar substances. It can also be blown out by wind capable of blowing out a torch and can be extinguished when used in rainy weather.
If the flame lights a fire that later spreads to the original spell target, the object is still protected from the effects.
(this can create a situation where a lone magically burning object is found in an otherwise burned down mansion)

The various disadvantages of a semi-real flame often lead to situations where the spell's duration would be far from permanent.
Because of this, the spell has a secundary function:
When the fire created by the spell is extinguished in in any way, the remaining spell energy stays lingering on the object, enabling a simple spark spell to rekindle the magical flame, while retaining all proprieties of a freshly cast archaic continual flame.

If the object is lighted in any other way after the primary effect of the spell faded, (or even while they are still in effect,) it reacts to fire in a way natural to the object.
(a simple club which was once the target of archaic continual flame and was then held into a campfire catches fire as a normal wooden object would, and it also burns down the same way - unless the fire was originally lighted by that club's magical fire.)
The same negative effect happens when the object is the target of any fire spell that is more powerful than spark or another casting of archaic continual flame - but the effect is often faster and results in incineration, since the subtle spell energy is not capable of withstanding such power.

When casting archaic continual flame, you choose which part of the touched object catches fire, and which parts are forever protected from your created flames. You can for example choose only the tip of a staff, or only the blade of a sword.
This protection only extend to a maximum area of a sphere 5-ft in diameter, therefore an object that doesn't entirely fit into this area can be enchanted by this spell, but has a risk of partially burning down if the fire ever extends to the unprotected parts.

An object is only protected from the effects of archaic continual flame spells for which it was the target.
If two clubs that were targeted by this spell ever touch, they risk lighting each other.

The fire created by this object can increase damage if it is used as a weapon. It deals 1 additional fire damage on each hit, just as a torch does.

The spell has many disadvantages and was long ago replaced by the widely known continual flame, especially since the user of a lit object needs some magical skill to rekindle the flame if it ever goes out. In the hands of clumpsy users it also led to many a fire which was another reason for further research into heatless territory.

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