Spell Request 'Out Fire'


Homebrew and House Rules

Silver Crusade

Mike and Mark I know thisis not a strictly PFS question but I am placing it here as all of my current PF play is in society.

Right now there is no good low level arcance way to put out a fire once it has started.

Out Fire EL2 Evocation
Out fire extinishes a nonmagical fire in a 30x30 area no save. Magical fires get a standard will save [Fort save might be useable also]

This would allow most arcane casters to put out a fire, 3rd level and
above.

Dark Archive

the other choice is just not set everything on fire in the first place :)

on a more serious note there are mundane rules for putting out fires hence using magic to do it would be wasteful as the mage your supposed to stand back and have your allies put out the fires you start.


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Try pyrotechnics. Putting out the fire isn't the main use of it, but it does it fairly well.

Silver Crusade

What's the point of setting things on fire if you can put them out just like that?

Sczarni

"I put the fires out..."

"You made them WORSE!"

"Worse? Or... Better?"

Lantern Lodge

spoiler:

Gods Market Gamble. 'nuff said.

Lantern Lodge

Of course, you should keep in mind that divine spellcasters can create two gallons/level of water at will, every six seconds. Now if that doesn't put out most level-appropriate fires, then you should tell your wizard/sorcerer/alchemist to turn the fire-making down from 11 to something more reasonable.


Create water (like Josh said above)? I know you said an "arcane way" but that's just the way things are in the game. There is currently no "rogue way" to heal (UMD aside) or a "divine way" to disarm a trap. And that's good in my book.

Paizo Employee Director of Brand Strategy

While I understand the OP's reasons for putting this in the PFS area of the boards, I'm nevertheless moving it to the general RPG forum, as the creation of new spells falls outside the scope of what Pathfinder Society Scenarios do.


CRobledo wrote:
Create water (like Josh said above)? I know you said an "arcane way" but that's just the way things are in the game. There is currently no "rogue way" to heal (UMD aside) or a "divine way" to disarm a trap. And that's good in my book.

There was in 2nd edition. Find traps used to disarm them.


Summon Monster II -> Small water elemental

Water elemental stat block wrote:


SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Problem solved.


Sleet Storm wrote:


Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires.

Sleet Storm is probably what you're looking for. It's arcane, puts out nonmagical fires, has an area of effect and no saves. It's even faster than summoning a water elemental. The only "problem" is it's a 3rd level spell, so it may not be "low level" enough for your desire.

Even so, this may be considered some benchmark for a similar spell.

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