Fire rules


Rules Questions


Got a quick Questions about the rules for fire. I couldn't find the sppecific rules that talking about the effects of fire (spread of fire, damage of fire etc.)

From my past understanding, fire damage is just a one time thing. But how about like if a ship gets set on fire?


There are rules for 'catching fire' in additional rules in the core book. Fire as an environmental hazard is more or less left up to GM discretion. There really isn't RAW for spreading fire. That stuff tends to be highly situational, and it's very hard to make cut and dry rules for. People have enough to keep track of without calculating flammability meta values.

spreading fire can be a tracking nightmare.

Most GMs tend to something more... dramatic, and somewhat simplified, tailored to the situations.

Say, if you had a battle in a burning church or something. Describe the scenes, and that the fires are rapidly spreading and will consume the entire building. Have zones of fire. Anything moving through or starting in the fire has to make a DC15 ref save or 'catch fire' for d6 damage. Every d4+1 rounds, the fire spreads to all the adjacent spaces, increases in DC by +1, and the damage by 1 step (d8, 2d6, 3d6).

If this hazard is a threat to all parties (PC and their enemies) you're all good. If it's a threat only to PCs, say if they're fighting fire elementals or salamanders or something, give the hazard a CR.


I ran a fire-fighting scenario...

Fire_Size = number of squares of the fire

The fire spread one square every round if 1d6 yielded less than or equal to Fire_Size.

A character could put out a square of fire if they ran adjacent to it and made a reflex save at DC = 10 + Fire_Size. Failure meant they took a point of damage.

A bucket of water put out the fire in a square if they could hit an AC of 10+Fire_Size without risk of taking damage. Further, it would stop the spread of the fire for 1 round. Bucket had a short range (5 ft or 10 ft range increment, or something like that).

I had a couple of different patches of fire that the party worked to put out simultaneously (half on one, half on the other). They were level 3 to 4. There was a well nearby with some NPCs that made a bucket brigade chain by standing adjacent to one another. As long as a PC was adjacent to this chain, they could get a bucket of water.

The encounter turned out to be pretty touch and go. The players seemed to have a good time with it.

Grand Lodge

Does not the web spell call out how it functions when set aflame?
That may be a place to start.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

I haven't been able to find anything solid, though I was sure there was something printed somewhere. Either in some piece on ships or maybe the Shackled City AP . . .

Either way, I would tend to let the fire spread however it seemed most dramatic at the time. If you want some random chance thrown in, then maybe each round pick a number of squares adjacent to the current fire [or roll 1d6], and if those squares contain flammable material, roll a save for that square. Maybe increase the DC by 1 for each adjacent square already on fire. If it fails, you've got another square of fire.

If you want the fire to spread faster, then use larger squares [say for a brush fire], or roll more times [2d6, 3d6, etc]. If there's a prevailing wind in the area, then the fire should spread in whatever direction the wind is blowing. Fire should also tend to spread up before down. Don't forget the effects of smoke and such, too. The Core Rulebook has what you need in the Environment section. Fire rules are on p444.


Thankyou guys! This helped out a ton! Fire vs. Airship... round 2....

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