Horrid Wilting

Nail said:
....unless the particles are gaseous water molecules...... :D

You *really* don't wanna go down this "real world science" road. You'll lose. :heh:

Stop being smug please.

This thread has been filled with smugness from left and right.

Enough.
 

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Oh yes, trust I wont

definition of evaporate:
To pass off in vapor, as a fluid; to escape and be dissipated, either in visible vapor, or in practice too minute to be visible.
To escape or pass off without effect; to be dissipated; to be wasted, as, the spirit of writer often evaporates in the process of translation.
To convert from a liquid or solid state into vapor (usually) by the agency of heat; to dissipate in vapor or fumes.
To expel moisture from (usually by means of artificial heat), leaving the solid portion; to subject to evaporation; as, to evaporate apples.
To give vent to; to dissipate.

with a good help from the first dictionary website available ^^

first of all as evaporate, it doesn't work from an Air form... (Nice discussion, Air elementals are Safe now)

So the spell Dehydrate the targets... (usually done by heat, but this time the element used is Magic)

So imagine u heat up water, and boil it, hence transferring it enought energy to get airborn.
U do know the Solid - Liquid - Gas scale right? being through 2 heat points the molecule becomes a gas, there is no further ofrm of which the particel/molecule can be in (then it should be plasma, Hence the world would dry out by this spell leading to the death of all natural beings)
back to the Heating up water...
Heat up the water and it will vaporize becoming a gas... now while being a gas.. you're trying to make it more of a gas?
to counter the next statement of anyone : "The spell evaporate moisture from the bodies" blablabla, so it leave the fire elemental, or well, MOVING the Fire elemental.. nice spell, are we maknig it a Bull rush against Fire elementals instead?

2 solutions to this problem (elements shouldn't be counted as living creatures, but anyway) give them a Save bonus against the spell (opposet of water elementals), or make them immune to it.
 



Ye i guess people will enver agree on this topic

and i dont mind the spell affecting fire elementals

Suggestion... (showing the opposet element thingii)
just give them +2 to save it (like the water gets -2 to save)
 





I simply can't wade through another 4 pages of this, so if someone already mentioned this, I apologize.

If we do assume some sort of flammable liquid (aka Moisture) for HW to affect is within a Fire Elemental (and I do not, Elemental Fire is pure fire that burns without fuel or air, read the EPoF description), then when HW evaporates it, it will become a powerful explosive, and turn any Fire El into a fuel-air bomb. The detonation of an elemental in this manner would certainly kill it, and also anything within a range of HD x 10 feet, no save, unless it was immune to both fire and impact, or of divine status (and even then its avatar would be anhillated). Out to 4x that distance (40xHD) a Reflex save for half of HDd100, and then drop it to d20s for double that, and d6s for double that. (Double distance, quarter damage) One last ring of d2 heat and wind subdual is the DM's option to exercise.

So, either we go by the rules' description of elementals, and leave science out of magic, or we add ALL the science, and not just what's convienent to the PCs.

I would suggest that we just stick with magic, okay? Your DM made an excellent call, but yes, he should have given you a Spellcraft or Knowledge: The PLanes roll to avoid wasting the action. Well, that or he could have agreed with you and made it a TPK. That would have been fine too.
 

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