Is 'Heat' a damage type?

Also, steam deals fire damage, for example the Steam Mephit's breath weapon. (Based on that I'd consider the damage from Murderous Mist - Complete Divine - to be fire also).
 

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Not to mention one of the sources of heat damage mentioned was fire *grin*

Still, if an encounter like that turns out to be going dull, give one of the magmen a few levels of sorcerer to spice things up. An area of effect Dispel Magic would make things a bit interesting :D
 

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The elements are air, earth, fire, metal, water, and wood.
The energy types are corrosion, freezing, heat, shock, and vibration.

Thus, protection from energy becomes protection from heat or corrosion or whatever.

Fire doesn't hurt you; heat does!
 

I'm imagining a horrifically complicated future version of DnD where fire damage is broken down into 'heat damage' and 'oxidative stress' damage :\
 

I was told by CustSupp, a long, long time ago, that the elemental energy types were Fire, Cold, Acid, Electricity, and Sonic as can be found in the energy substitution feat (although sonic has been removed from that feat in 3.5e). I was asking because I thought the positive and negative should be energy types...they said nope.

"... energy type (acid, cold, electricity, fire, or sonic)."
 

Of course, Protection from Negative Energy and Protection From Positive Energy spells exist (see Libris Mortis.) I suppose the point is that such protections cannot be gained from Resist Energy.
 

Bad Paper said:
The elements are air, earth, fire, metal, water, and wood.
The energy types are corrosion, freezing, heat, shock, and vibration.

Thus, protection from energy becomes protection from heat or corrosion or whatever.

Fire doesn't hurt you; heat does!

That does clean things up. Takes care of such things as falling into lava... its not 'fire' but it sure is hot!
 

I've always thought that if Positive and Negative Energies weren't energies, they should have named them something else. (Thesauruses must be very expensive these days.)

In 2e ("Who cares?!"), I had a magic item that protected me from Sleep and Heat... not fire, just heat. There was one dragon that had a heat breath, but I can't remember which one it was. Basically, I could stand real close to fires and be fine, but if I walked into one, I took damage.

In 3e, with the five generally accepted energies, heat becomes a subset of Fire. Doesn't make much sense to make it separate.
 

rvalle said:
This raised the question of was it the fire or heat that would cause metal weapons to melt.

One of the players asked if the Magmin were immune from Fire or Heat. As they were only immune to Fire this would mean they would take 'heat' damage.


I gave it up as a bad idea and decided that Endure Elements saves them from temps below 140 and Pro Fire from Fire and Heat above that. And their weapons were safe as well.

Was that right?
Wrong. Even all the fire protection in the game world could not protect a metal weapon from being slagged. It takes a large amount of fire damage to ruin a metal weapon, 22 for a dagger, 40 for a greatsword or 60 HP for a heavy mace {fire damage normally divides by one half before hardness and HP on objects]. A magmin can effect a lot larger weapons [as they die :lol: ] Maybe 100 fire damage would be about right, allows someone with heavy fire protection and a +5 adamant blade not to slag away, does not make magmin a joke when fire protection is in play.

Melt Weapons (Ex)
Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

Reducing the magmin's main defensive ability should definitly reduce the creature's CR to 1. Maybe 2.
 
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frankthedm said:
Wrong. Even all the fire protection in the game world could not protect a metal weapon from being slagged. It takes a large amount of fire damage to ruin a metal weapon, 22 for a dagger, 40 for a greatsword or 60 HP for a heavy mace {fire damage normally divides by one half before hardness and HP on objects]. A magmin can effect a lot larger weapons [as they die :lol: ] Maybe 100 fire damage would be about right, allows someone with heavy fire protection and a +5 adamant blade not to slag away, does not make magmin a joke when fire protection is in play.



Reducing the magmin's main defensive ability should definitly reduce the creature's CR to 1. Maybe 2.

So you are saying that a character with Pro Energy (Fire) up will still have their weapon slagged, but they themselves won't take damage? That hitting the creature is the same as the weapon taking 100 points of damage.

What about a character (Monk) hitting a magmin? Saying they take 100 points of fire damage on a failed save does not seem RAW to me though I don't mind the idea. :]

rv
 

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