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Druidcraft and It's Many Uses
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<blockquote data-quote="Vurrath" data-source="post: 8228878" data-attributes="member: 7030155"><p>Quick question,.. putting-out a torch or similar was exactly what i thought when i read the description,.. but i noticed that lanterns aren't EXPLICITLY listed in that list ;</p><p></p><p>i know they're meant to be protected, or as is the case with the Gust of wind spell at a-half chance to be put out,..</p><p></p><p>... when in real, descriptive-terms, it's meant to be the SPEED of the conjured wind, cooling the wick of a candle,.. but might druidcraft be moreso skill with a RANGE OF minor conjurative, evocative, and even summoning capacities? (the pattern of growth, or time-of-chemical/cell-growth reactions in a seed or pod? )</p><p></p><p>If so, a lantern might not be safe, if a concentrated cold-conjurative capacity is allowed or assumed-WITHIN that range of minor-effects,..</p><p></p><p>or maybe it's a indirect-withdrawl of O2 ? * <em>shrugs *</em></p><p></p><p>------------</p><p></p><p>Aside from the argument, is it meant to be able to? If you were to assume-not since gust of wind is a 2nd level and spell, and so somehow that should = 'entitlement' to be able to do things better than lower-level spells,..</p><p></p><p>... then hang on,.. stop being a orders-are-everything supremicist-chump,.. to be fair, druidcraft cannot DO what gust of wind can do - it cannot move/knock over multiple opponents that fail their STR saves,.. it cannot slow enemies movement,.. and it cannot be maintained up to a minute with concentration.</p><p></p><p></p><p>So, CONSIDERING</p><p>#1 that you're only talking about a small candle-SIZED flame or a few coals ( and-NOT a roaring bonfire or kiln, etc),..</p><p></p><p>and, perhaps most-importantly ;</p><p>CONSIDERING #2</p><p>That a bunch of dwindling fire-coals would be BRIGHTENED, by wind,.. not put-out by them,..</p><p><em> ( the accellerated O2 would increase it's combustion, not decrease it )</em></p><p></p><p>HOW is druidcraft SUPPOSED to be putting out some coals,..</p><p> WERE,.. it using wind?</p><p></p><p>And in that case, (if it's not supposed to be using wind, -else coals would brighten) how is it supposed to be able to put out a candle, without GENERATING wind,..</p><p></p><p>... if-NOT using cold? ( i.e. what-ELSE, if-not either? )</p><p></p><p>------</p><p></p><p>THAT, suggests,</p><p>it IS, cold,.. conjured-cold, or something that affects combustion, in modern physics terms.</p><p></p><p>and so THAT raises, the I think fair-question, as to whether or not lanterns should've been not-specified in that listing.</p><p></p><p>AND then maybe-also,.. if there needs to be a clarification from</p><p>the-powers-that-be,</p><p>in D&D.</p><p></p><p>( Gust also has advantages, by the way, that druidcraft would ALSO not-have, so allowing lanterns to be put out via druidcraft, might NOT be unfair for it, too. )</p><p></p><p></p><p></p><p>In terms of fairness, perhaps small campfires should NOT be able to be put out by druidcraft, if it IS, meant, to be only a small-candle-sized micro-gust, and should also be not-listed.</p><p></p><p>sigh... why didn't they just say candle & torch? exposed-FLAME.</p></blockquote><p></p>
[QUOTE="Vurrath, post: 8228878, member: 7030155"] Quick question,.. putting-out a torch or similar was exactly what i thought when i read the description,.. but i noticed that lanterns aren't EXPLICITLY listed in that list ; i know they're meant to be protected, or as is the case with the Gust of wind spell at a-half chance to be put out,.. ... when in real, descriptive-terms, it's meant to be the SPEED of the conjured wind, cooling the wick of a candle,.. but might druidcraft be moreso skill with a RANGE OF minor conjurative, evocative, and even summoning capacities? (the pattern of growth, or time-of-chemical/cell-growth reactions in a seed or pod? ) If so, a lantern might not be safe, if a concentrated cold-conjurative capacity is allowed or assumed-WITHIN that range of minor-effects,.. or maybe it's a indirect-withdrawl of O2 ? * [I]shrugs *[/I] ------------ Aside from the argument, is it meant to be able to? If you were to assume-not since gust of wind is a 2nd level and spell, and so somehow that should = 'entitlement' to be able to do things better than lower-level spells,.. ... then hang on,.. stop being a orders-are-everything supremicist-chump,.. to be fair, druidcraft cannot DO what gust of wind can do - it cannot move/knock over multiple opponents that fail their STR saves,.. it cannot slow enemies movement,.. and it cannot be maintained up to a minute with concentration. So, CONSIDERING #1 that you're only talking about a small candle-SIZED flame or a few coals ( and-NOT a roaring bonfire or kiln, etc),.. and, perhaps most-importantly ; CONSIDERING #2 That a bunch of dwindling fire-coals would be BRIGHTENED, by wind,.. not put-out by them,.. [I] ( the accellerated O2 would increase it's combustion, not decrease it )[/I] HOW is druidcraft SUPPOSED to be putting out some coals,.. WERE,.. it using wind? And in that case, (if it's not supposed to be using wind, -else coals would brighten) how is it supposed to be able to put out a candle, without GENERATING wind,.. ... if-NOT using cold? ( i.e. what-ELSE, if-not either? ) ------ THAT, suggests, it IS, cold,.. conjured-cold, or something that affects combustion, in modern physics terms. and so THAT raises, the I think fair-question, as to whether or not lanterns should've been not-specified in that listing. AND then maybe-also,.. if there needs to be a clarification from the-powers-that-be, in D&D. ( Gust also has advantages, by the way, that druidcraft would ALSO not-have, so allowing lanterns to be put out via druidcraft, might NOT be unfair for it, too. ) In terms of fairness, perhaps small campfires should NOT be able to be put out by druidcraft, if it IS, meant, to be only a small-candle-sized micro-gust, and should also be not-listed. sigh... why didn't they just say candle & torch? exposed-FLAME. [/QUOTE]
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