Elementals and turning

nute

Explorer
Clerics with an Elemental domain (Earth, Air, Water, Fire) can turn elementals of the opposing domain, right? At high enough levels, or with an amazing check, they can be destroyed.

Does that count elementals that are bound to items, or things like - an airship?

Something tells me that Earth clerics could be MASSIVELY bad for House Lysander.
 

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I doubt it. If nothing else, I'd increase the DC for turning checks greatly, because the elemental is bound to the item.
 

I would say no for a couple of reasons. First, elementals aren't really in control of the airship or train (and I pretty sure the % chance to go bezerk, like certain golems isn't there either), some house guy is. Two, especially with the train, the houses would have experienced it before and made allowances for it.
 

Nah, because they're basically magic items; objects. The turning applies to creatures.

That said, something like the Quench spell would still rock a fire-elemental powered item because it specifically can affect magic items that use fire. Similar elemental-dispel kind of magic (call it "Vaporize" to get rid of water, "Break" to get rid of earth, and "Block" to get rid of air?) could concievably exist, and if any mage had a Disjunction, those ships would be in big trouble.

So the logic is sound -- yes, certain in-game effects can REALLY screw with certain elemental-bound items. But not turning. Just a handful of high-level effects (which is why the low-level surplus for Eberron works particularly well; the verisimilitude just wouldn't jive if there were even a handful of vile spellcasters who had even a passing bias against the house that controls it).

"One spell, one thousand screaming voices..."

That said, that's one *great* idea for a high-level Eberron adventure...I was worried that the ol' Eb might not jive too well at high levels...heh. I can imagine it now...a mad Xen'drik witch doctor, imported to the continent from abroad as a curiosity, but truly a mighty high-level wizard, sees these flying ships...and decides to do something about it. The natives, taken totally by surprise by this mild-mannered savage being so incredibly powerful, seek out the best heroes around to stop him...only aparently a few shady members of the competing houses have a certain interest in his success, and give him back-up. Not to mention the witch-doctor's own powerful Planar Allies...and then, if he manages to Disjunction the ship, how will the PC's save everyone? A few Feather falls will help, but the ship itself will be ruined...and the reputation of the house will be forever marred...think of how much we avoid companies with a recent plane crash on their record. The face of Eberron's transport for the forseeable future may be revolutionized the moment one high-level mage gets some wacky idea...(I'm reminded of the Hindenburg disaster)

It's things like that that make me think Eberron might not be a total waste. ;)
 
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