Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You don't have access to any spells that generate enough water to put out a blaze like that. Create water can possibly (and does) squelch fires for a short time, but putting the whole thing out? Not within the scope of the spell.
If you want to rescue the bloke trapped under a beam, it is far better to run into the side building, go up the stairs, across the concourse and blow up the door with ranged attacks, you can then just nip in lift the beam and get the hell out dodge, with virtually no risk to yourself.
The only thing in the burning room which could be considered worth having is a maul which deal 1d4 damage (Thunder I think) whenever you jump. It used to be super busted, when invisibility was permanent (until you attacked), but now invisibility is time limited, it is not so great.