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flaming sphere
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<blockquote data-quote="shurai" data-source="post: 828585"><p>I think we can all agree that this falls squarely in the list of situations the DM has to interpret, because specific rules for it would be, well, silly. So, with that in mind, I offer the following thoughts:</p><p></p><p>It makes for good roleplaying and a more interesting concept of magic that a magical fire is put out by magically conjured water. In general, I also feel that D&D doesn't have enough counterspelling and similar activity, so I try to encourage it when it can happen.</p><p></p><p>I don't think balance ought to be an issue, unless your campaign has lots of Flaming Spheres for some reason.</p><p></p><p>Those specific-use Orisons/Cantrips are pretty useless for the most part, so letting people do clever, useful stuff with them in combat situations is one of the things I try to encourage in my games.</p><p></p><p>So, for a game that I was running, the only question is how much water is needed to put out the flaming sphere, and whether its success ought to be randomly determined. I'd solve both problems at once by requiring the caster of <em>Create Water</em> make a Spellcraft check, DC 20- (2/gallon). So the effective odds are about 5/20 + 5/20 per cleric level (given that Spellcraft and the gallon output both go up each level).</p><p></p><p>Remember that just raining on the sphere probably isn't the best way of putting it out. If it were me, I'd probably create a hollow hemisphere of water a few inches above the sphere and let it cover the whole thing and run down the sides.</p><p></p><p>-S</p></blockquote><p></p>
[QUOTE="shurai, post: 828585"] I think we can all agree that this falls squarely in the list of situations the DM has to interpret, because specific rules for it would be, well, silly. So, with that in mind, I offer the following thoughts: It makes for good roleplaying and a more interesting concept of magic that a magical fire is put out by magically conjured water. In general, I also feel that D&D doesn't have enough counterspelling and similar activity, so I try to encourage it when it can happen. I don't think balance ought to be an issue, unless your campaign has lots of Flaming Spheres for some reason. Those specific-use Orisons/Cantrips are pretty useless for the most part, so letting people do clever, useful stuff with them in combat situations is one of the things I try to encourage in my games. So, for a game that I was running, the only question is how much water is needed to put out the flaming sphere, and whether its success ought to be randomly determined. I'd solve both problems at once by requiring the caster of [i]Create Water[/i] make a Spellcraft check, DC 20- (2/gallon). So the effective odds are about 5/20 + 5/20 per cleric level (given that Spellcraft and the gallon output both go up each level). Remember that just raining on the sphere probably isn't the best way of putting it out. If it were me, I'd probably create a hollow hemisphere of water a few inches above the sphere and let it cover the whole thing and run down the sides. -S [/QUOTE]
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