2. Light is as bright as a candle from a distance, as bright as a campfire for 60'.
3. Oily rags and burning bones, will stay lit until dropped and then never work again, make a random encounter roll (or an extra one) for every round of exploration; this is the torch Harrison Ford uses.
4. You can control how long the torch becomes, up to 100' or down to 1', neither extreme is recommended.
5. Wartorch: 1d4 bludgeoning +1d4 fire +save vs Death on a successful hit. Failed save means target catches fire and takes 1 damage first round, 2 damage second round, 4 damage third round, etc. Rolling a 1 on a tohit roll means you catch fire and take that ongoing burn. Targets on fire can spend 1 round extinguishing flames unless they've been on fire for more than four rounds: then they need water or something drastic or else they just burn.
6. Burns blue.
7. Burns "darkvision."
8. Waterproof but can easily be blown out or put out by dropping.
9. Can only be lit using water.
10. Only works underwater.
11. Acts as daylight for certain undead.
12. Will always tell you how many creatures are looking at it.
13. Burns green.
14. Shows invisible things.
15. Burns dark, spreading shadows.
16. A matched set of torches you can light each of them and use it like magical FaceTime.
17. Save vs posion when lighting: On a success you immediately know this is a toxic burn and can put it out before affected. Otherwise you lose 1 Intelligence each 10 minutes the torch is lit. If you have greater than Wisdom 12 you notice this, otherwise you don't. When you reach Intelligence 0 you stop moving, the torch goes out, and you're basically a mushroom now. In most systems I think this also means you're dead.
18. Holds onto your hand and you can't put it down, even when ambushed by bad guys, unless you douse it in water.
19. Fake fire. Doesn't burn.
20. Anything in the fire's light is made fertile, even if normally infertile. Includes men. Includes rocks and shit.