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How much can you melt with fireball
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<blockquote data-quote="Greenfield" data-source="post: 6642235" data-attributes="member: 6669384"><p>On a lake surface, a <em>Fireball</em> would melt up to a 40' circle of ice, up to six inches thick. (Yeah, I know I said 12 earlier, but I forgot about the "half damage to objects" rule.)</p><p></p><p>Then what? The lake, still being very cold, will start to ice over again in a few minutes. If the FB didn't melt all the way through the ice sheet then you have a big puddle, which will start to freeze again.</p><p></p><p>As for melting coins in a heap: I'd say it depends on the Hardness you assign to gold and silver. You might melt a shell over the top or the fluid might settle down deeper before it congeals. DM's call. definitely. </p><p></p><p>As for ships: Let's be honest, there are parts of the D&D fantasy where we just have to look the other way and pretend certain things don't exist.</p><p></p><p>Castles and walled cities make very little sense in a world where enemies can fly, become clouds of smoke or simply D-Door or T-Port inside. <em>Teleport Circle</em> would allow an enemy to march a sizable army right into the palace grounds. Yeah, it's 10k in material costs, but that's far less than the cost of an extended siege. And that's not even considering the obvious magical ways of breaching or destroying fortifications.</p><p></p><p>Similarly, as was pointed out, using ships in warfare is a losing proposition. </p><p></p><p>My solution to things like that, aside from the "Pay no attention to that man behind the curtain" approach, is to presume a foundation of spells designed to protect structures. Not very popular with adventuring characters, and thus not well documented in the books, these would be extended magical rituals (casting time of one day, minimum) that are simply part of the construction of anything you expect to see combat.</p><p></p><p>So Warships are protected from magical fire, <em>Warp Wood</em>, and so forth. It's only the more common merchant fleet that need concern themselves with that sort of thing.</p><p></p><p>So, in my world, when you see a construction that appears to be of exceptional quality and beauty (i.e. "master worked"), there's a good chance it has some protections embedded.</p><p></p><p>This makes me think another thread is due.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6642235, member: 6669384"] On a lake surface, a [I]Fireball[/I] would melt up to a 40' circle of ice, up to six inches thick. (Yeah, I know I said 12 earlier, but I forgot about the "half damage to objects" rule.) Then what? The lake, still being very cold, will start to ice over again in a few minutes. If the FB didn't melt all the way through the ice sheet then you have a big puddle, which will start to freeze again. As for melting coins in a heap: I'd say it depends on the Hardness you assign to gold and silver. You might melt a shell over the top or the fluid might settle down deeper before it congeals. DM's call. definitely. As for ships: Let's be honest, there are parts of the D&D fantasy where we just have to look the other way and pretend certain things don't exist. Castles and walled cities make very little sense in a world where enemies can fly, become clouds of smoke or simply D-Door or T-Port inside. [I]Teleport Circle[/I] would allow an enemy to march a sizable army right into the palace grounds. Yeah, it's 10k in material costs, but that's far less than the cost of an extended siege. And that's not even considering the obvious magical ways of breaching or destroying fortifications. Similarly, as was pointed out, using ships in warfare is a losing proposition. My solution to things like that, aside from the "Pay no attention to that man behind the curtain" approach, is to presume a foundation of spells designed to protect structures. Not very popular with adventuring characters, and thus not well documented in the books, these would be extended magical rituals (casting time of one day, minimum) that are simply part of the construction of anything you expect to see combat. So Warships are protected from magical fire, [I]Warp Wood[/I], and so forth. It's only the more common merchant fleet that need concern themselves with that sort of thing. So, in my world, when you see a construction that appears to be of exceptional quality and beauty (i.e. "master worked"), there's a good chance it has some protections embedded. This makes me think another thread is due. [/QUOTE]
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