Hidden duration[]
Its there a hidden duration, 10 rounds +1/Caster level -ILKAY
Subsequent damage[]
It seems the damage for every round after the initial damage is 1d6 +1 /clvl. On a level 5 caster, I have seen only damages ranging from 6 to 11.--Mouettte 06:00, 11 January 2009 (UTC)
- Notes updated. --The Krit 16:39, 30 January 2009 (UTC)
Save interval[]
Is the reflex save check once each round? --Iconclast 23:30, May 12, 2010 (UTC)
- Yes once each round until the save is made or the flame expires. WhiZard 00:42, May 13, 2010 (UTC)
[]
The hidden duration may help if this is cast on a plot creature, but the reason given by BioWare in the script's comments only mentions "fire resistant creatures with bad saving throws". I'd be hesitant to go into further speculation than what BioWare documented, as even with horrible saving throws, rolling a 20 on the saving throw should end the spell, shouldn't it? --The Krit 22:25, May 13, 2010 (UTC)
- Ahh, I was to bold, I'll be editing the plot so that it doesn't sound like the driving intention. WhiZard 23:39, May 13, 2010 (UTC)
- Also in the case of plot placeables there is no saving throw (automatic failure) so without the hidden limit they would burn forever.WhiZard 23:46, May 13, 2010 (UTC)
- I wonder if that (casting the spell on plot placeables) is the real cause of the problems BioWare was working around. Anyway, I was thinking that maybe the note would be just as good with less detail, as the list of ways to make the spell last forever is still incomplete. (Regeneration can replace fire resistance, for one example.) --The Krit 19:58, May 14, 2010 (UTC)