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cold spell in a cold land... why?
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<blockquote data-quote="Trickstergod" data-source="post: 1820570" data-attributes="member: 10825"><p>One thing that's been neglected here: </p><p></p><p>D&D is about rules. Simple rules. More or less. It doesn't overly complicate itself with needing such and such materials for this magic item and, while it does mention spell components, really doesn't make too much of a big deal for anything that doesn't have a coin cost attached to it. So it doesn't go into the minutae of things. </p><p></p><p>It's also about letting folk be fairly free to do as they wish while also maintaining balance. As such, it doesn't go too much into systems where doing this in such and such a place is restricted, or if you do things in this fashion, it becomes much easier to perform. </p><p></p><p>However, while the rules may not necessarily cover it, it only makes sense that working ice magic in an icy climate is easier and, by that same token, that performing fire magic in an icy climate is similarly more difficult to do. </p><p></p><p>As has already been brought up with sorcerers, chances are any born in a winter clime will naturally gain frost-based spells. Same with cold subtype monsters that have sorcerer-like spellcasting. </p><p></p><p>As for magic items, keep in mind that crafting those that do cold-based damage and the like probably entail ingredients that the monster has readily on hand. Need three pints of frost giant blood for that icy axe? Well, the frost giant making the axe probably has that to spare over the creation process. I see the gold pieces required to make a magic item, in part, just being generic indicators for special components like that. So making an ice-based weapon would probably be super cheap for a frost giant or white dragon. </p><p></p><p>And, conversely, a fire item of some sort would be that much more expensive. </p><p></p><p>It's not just a matter of theme, it's also a matter of what makes sense. Chances are, powerful fire magic will be rare and generally impeded in a cold climate. I probably wouldn't penalize a player who wanted to make a fire-based item here or there in a cold climate, but I'd definitely be restrictive for anything large scale in such an area. The place just wouldn't be conducive to it.</p></blockquote><p></p>
[QUOTE="Trickstergod, post: 1820570, member: 10825"] One thing that's been neglected here: D&D is about rules. Simple rules. More or less. It doesn't overly complicate itself with needing such and such materials for this magic item and, while it does mention spell components, really doesn't make too much of a big deal for anything that doesn't have a coin cost attached to it. So it doesn't go into the minutae of things. It's also about letting folk be fairly free to do as they wish while also maintaining balance. As such, it doesn't go too much into systems where doing this in such and such a place is restricted, or if you do things in this fashion, it becomes much easier to perform. However, while the rules may not necessarily cover it, it only makes sense that working ice magic in an icy climate is easier and, by that same token, that performing fire magic in an icy climate is similarly more difficult to do. As has already been brought up with sorcerers, chances are any born in a winter clime will naturally gain frost-based spells. Same with cold subtype monsters that have sorcerer-like spellcasting. As for magic items, keep in mind that crafting those that do cold-based damage and the like probably entail ingredients that the monster has readily on hand. Need three pints of frost giant blood for that icy axe? Well, the frost giant making the axe probably has that to spare over the creation process. I see the gold pieces required to make a magic item, in part, just being generic indicators for special components like that. So making an ice-based weapon would probably be super cheap for a frost giant or white dragon. And, conversely, a fire item of some sort would be that much more expensive. It's not just a matter of theme, it's also a matter of what makes sense. Chances are, powerful fire magic will be rare and generally impeded in a cold climate. I probably wouldn't penalize a player who wanted to make a fire-based item here or there in a cold climate, but I'd definitely be restrictive for anything large scale in such an area. The place just wouldn't be conducive to it. [/QUOTE]
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cold spell in a cold land... why?
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