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Recently when I am observing a game, i found one PC on that table had a continual flame heightened to 4-level. He explained that the spell was casted by his ally wizard before.
The guide says that every character can have one continual flame passed to next scenario. Is it legal to modify it with metamagic feats or any other abilities?

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Absolutely, so long as it comes from a PC, the player keeping the spell pays any costs (such as material components), and it's recorded on the chronicle sheet. Having a heightened continual flame is actually a very common tactic for dealing with deeper darkness; I try to remember to mention that my heavens oracle has both Heighten Spell and continual flame whenever I play him, in case anyone in the party wants to take advantage.

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Always nice to have a heightened continual flame caster show up to a game. Just remember to write down the character number of the character who cast it on the chronicle sheet, in case of character audit. It may ever be checked, but it's a lot better than forgetting where you got it, and having to explain why you have a level 4 continual flame to a GM you've never sat with.

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As was mentioned above, the chronicle where you get it the GM has to sign off and it has to note character # of character that cast it, caster level, spell level. The person receiving it has to pay the cost of the material components and indicate what item it was cast on.
Most of the people that my cleric provides them to do what I did: buy a grey ioun stone (25 gp) and put it on that, total cost 75 gp.
They are not permanent. There are scenarios out there with tactics that look for this sort of thing.

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As was mentioned above, the chronicle where you get it the GM has to sign off and it has to note character # of character that cast it, caster level, spell level. The person receiving it has to pay the cost of the material components and indicate what item it was cast on.
Most of the people that my cleric provides them to do what I did: buy a grey ioun stone (25 gp) and put it on that, total cost 75 gp.
They are not permanent. There are scenarios out there with tactics that look for this sort of thing.
And yes, they can become tactical even moreso than a Wayfinder.
*shudders at a particular underground scenario. Alas, the Torch did not make it, but it ended up saving the party because it prevented the more important effect from going away... Best 75 gold spent, prevented a TPK.

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Not taking them to 20?
One is an APG summoner, and while I don't want to go through the effort of rebuilding I don't want to be "that guy" for several more high level adventures.
The other is a dwarf magus who I might do more high level play with, but I've already played Eyes once so advancing him would probably start with GMing Eyes for a group of players sometime.