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My player is breaking my world [long]
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<blockquote data-quote="Zappo" data-source="post: 224653" data-attributes="member: 633"><p>Well, everything I wanted to say has been said while I was checking the spells' descriptions...</p><p></p><p>Manufacturing items while the material is <em>reduced</em> wouldn't work that well; any metal stress or other factors mentioned by Chimera would be multiplied the moment the spell is gone. You would end up with a very brittle material, which is unlikely to resist the pressure of a steam chamber for long. This has nothing to do with finesse in working the material, it's a physical thing which depends very little on the artisan's skill. I think modern steel melting techniques might work, as well as very high temperature ovens, but I doubt any of that is available to your elves. Even then, the material would still be far inferior to its mundanely-forged counterpart.</p><p></p><p>Additionally, you would need very skilled artisans, able to craft small items. This is a skill very different from the one your current metalworkers know, so you would need to train them all in miniature working, or fire them and hire others.</p><p></p><p>Loading a ship with lots of extra goods (or powder, shots or whatever) beyond its capacity means that an area-effect <em>dispel magic</em> will immediately sink it. That's a very nasty vulnerability and not one I'd want on my ships.</p><p></p><p>The tactic of dropping <em>shrunk</em> items from high can work but, again, it makes the wizard extremely vulnerable to a <em>dispel magic</em> spell. While the <em>fly</em> spell doesn't make you plummet if dispelled, you <em>will</em> plummet if you are suddenly carrying a load beyond the spell's limits.</p><p></p><p>If you really want to stop the thing before it even gets tried, you can rule that a <em>reduced</em> item is magical, thus preventing use of <em>shrink item</em>, or that <em>shrink item</em> will be dispelled as soon as <em>enlarge</em> ends because its target is no longer valid. Both are perfectly acceptable rulings.</p><p></p><p>Still... magic in D&D can do nasty things to a campaign world if it is applied with a 21st-century mindset. The coherence lies in the fact that usually, people in a medieval fantasy world just don't think like that, and in that wizards are rare and have many better and better paid things to do than working as carriers. </p><p></p><p>Anyway, take a look at the DMG where it states the prices for NPC spellcasting - most industrial applications of magic would become overcostly very quickly.</p></blockquote><p></p>
[QUOTE="Zappo, post: 224653, member: 633"] Well, everything I wanted to say has been said while I was checking the spells' descriptions... Manufacturing items while the material is [i]reduced[/i] wouldn't work that well; any metal stress or other factors mentioned by Chimera would be multiplied the moment the spell is gone. You would end up with a very brittle material, which is unlikely to resist the pressure of a steam chamber for long. This has nothing to do with finesse in working the material, it's a physical thing which depends very little on the artisan's skill. I think modern steel melting techniques might work, as well as very high temperature ovens, but I doubt any of that is available to your elves. Even then, the material would still be far inferior to its mundanely-forged counterpart. Additionally, you would need very skilled artisans, able to craft small items. This is a skill very different from the one your current metalworkers know, so you would need to train them all in miniature working, or fire them and hire others. Loading a ship with lots of extra goods (or powder, shots or whatever) beyond its capacity means that an area-effect [i]dispel magic[/i] will immediately sink it. That's a very nasty vulnerability and not one I'd want on my ships. The tactic of dropping [i]shrunk[/i] items from high can work but, again, it makes the wizard extremely vulnerable to a [i]dispel magic[/i] spell. While the [i]fly[/i] spell doesn't make you plummet if dispelled, you [i]will[/i] plummet if you are suddenly carrying a load beyond the spell's limits. If you really want to stop the thing before it even gets tried, you can rule that a [i]reduced[/i] item is magical, thus preventing use of [i]shrink item[/i], or that [i]shrink item[/i] will be dispelled as soon as [i]enlarge[/i] ends because its target is no longer valid. Both are perfectly acceptable rulings. Still... magic in D&D can do nasty things to a campaign world if it is applied with a 21st-century mindset. The coherence lies in the fact that usually, people in a medieval fantasy world just don't think like that, and in that wizards are rare and have many better and better paid things to do than working as carriers. Anyway, take a look at the DMG where it states the prices for NPC spellcasting - most industrial applications of magic would become overcostly very quickly. [/QUOTE]
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