Chaosmancer
Legend
Depending on where the coolant or liquid co2 would hit you, death will be fast. That is something akin to make that saving throw.
This is literally true of all things. But again, is it the frost burn or the bleeding or the suffocation or the infection that kills you?
IF the stone were to be damaged enough to allow easy escape as you claimed, you need large chunks of the stone wall to literally break in one shot. Thus exploding. Not all explosion are big bangs.
This is a result of you adding things I never said, so that you can debunk them. That is called a strawman. The point I was making is that this glyph would damage the cell, not that it would damage the wall enough for a person to escape. As you already pointed out, there is no way a 1st level character could survive this spell going off. However, considering it would damage the cell, the fact that using this as a containment measure that will eventually require the rebuilding of the cell... again, poor use of resources. As I keep saying.
SO it can if you want it, but it can't if it does not fit your goal...
What does this have to do with standard glass cracking at extreme cold temperatures while scientific grade glass won't because it has fewer impurities?
Hey! In Ebberon it would not be whether the cell would be treated with the spells, but if they would simply be already enchanted in the first place!
And this isn't taking place in Eberron, unless you are changing the goal posts AGAIN.
Additionally, Eberron says that 1st and 2nd level spells are widely available, but 3rd and higher are not. And, "tiny village" isn't one that is going to have all the bells and whistles of the city. Including magic.
Houuuuuuuuu. Read them again. Witchlight starts in the Realm. So does Candlekeep, Descent into Avernus and ToA too. Ghosts of Saltmarsh is set in Greyhawk but if you look carefully, many of the "side" adventures are directly taken from adventures originally set in the Realms if I remember correctly. And if you read again my posts, since we only have the legal code of Waterdeep, if you remove all mentions of the Lords, you get a legal code that is quite acceptable for any places in the realm. Travelling has no bearing on whether or not the adventure is in the realm or not. The legal system can be used.
Realms =/= Waterdeep. I don't know why I need to keep reminding you of that? Do you need a map of the realms? Additionally, I don't care that we have an official set of laws for Waterdeep but nowhere else. Assuming all laws are Waterdeep's laws from that, when we KNOW FOR A FACT that is wrong, is just ridiculous.
Witchlight starts "in the realms"? Okay, that could be Baldur's Gate, Neverwinter, Cormyr, Luskan, Icewind Dale. There are lots of places that have laws that aren't Waterdeep. Some of those whose laws we have some insight into because of the Sword Coast Guide. Does it give us an exact legal code for every realm? No, but it certainly gives us enough to know that not everyone on the continent is copying a single city.
Candlekeep is 600 miles away from Waterdeep. Claiming they would share in Waterdeep's laws, while being an independent organization is like claiming that Isreal's laws mirror Egypt's. And they are closer to each other than 600 miles.
Descent to Avernus takes place in Baldur's Gate. Baldur's Gate does not have the same laws as Waterdeep, especially considering their entirely different ruling classes.
Tomb of Anhilation takes place in CHULT. It isn't even the same REGION as Waterdeep.
Ghosts of Saltmarsh may have borrowed from Realms adventures... but it still takes place on an ENTIRELY DIFFERENT PLANET.
If your best defense of this idea is that every setting and place in DnD 5e must copy Waterdeep because it is the only legal code you are aware of, then you are making a ludicrous claim.
Note the "might". This is not a certainty. And nothing prevents the central authority to actually have a caster travel to said village to renew the spell if needed. If you need to repair your dishwasher, you will call in the repairman. Samething for magic. The mayor/constable/sheriff or whatever will send a letter or messenger for the central authority to send someone to replace the spell that discharged. And since years might pass between discharges it will not be such a drain on the coffers.
Who says that it will be years between discharges? Are crime rates really that low?
Also that "might" can't only be interpreted as "maybe you'll find high level magic in this village" but it is ALSO "you might not find high level magic in big cities." Because, sure, in the modern America you can call a dishwasher repair man to come to your house.... unless you live in somewhere far off, like Alaska. Then you might not have that option. In fact, it is well known that if you live in Alaska, you might not be able to get doctors or ambulances if you are in need of medical help. Depends on where you live.
Because traveling a large distance through hostile territory is dangerous and expensive.
Wow! You are the champion on how to make wrong conclusions. The wizard can still pay his taxes by working for the noble. Where is the contradiction in that? None.
I thought he owed his taxes to the Crown? Working for a noble isn't working for the crown. Additionally, since the wizard is (as I showed in the math you refused to accept) likely WEALTHIER than most of the nobles, I don't see him really choosing to work for them.
The sheriff, constable, or whatever is working for someone. That is evident. Claiming that I have to precise that the sheriff that beat you up is working on funds alone is utter BS. That is the weakest arguement you ever made.
Huh? No, just being corrupt does not mean you work for someone else. Now, if you mean that by having the official position, he has an official boss, then sure that's true, but that doesn't mean he has access to hundreds of gold beyond the budget he was given. I will also note that beyond saying "corrupt" I never established the type of corruption. And that could make a big difference on not only if any illicit funds exist, but whether or not they are available for having a wizard come and enchant any cells.
Again, you just keep adding to the example things that were never established. For no other reason than to declare it impossible and veto it.
And how many cells would there be? How many would be thus enchanted when more than one was found?
How many cells in a region? I believe earlier I had 30 as an incredibly low estimate. It was something like 8 villages with 2 cells (16) and 2 towns with 4 (8) and a city with 6. Which, again, is INCREDIBLY LOWBALLED. I've included zero forts, zero keeps, zero castles, and only a single city in the entire region.
When more than one what was found? More than one spy? Well, since my example had nothing to do with spies, why are we assuming spies have anything to do with it? Maybe there are no spies, they certainly weren't a common tactic of the medieval world, even if they are in DnD.
But unfortunately the world is there. The thing you control in the world is exactly your character. All the rest must conform to the world. If the world has no Tabaxi, you can't make a Tabaxi character. You have to follow the guidelines given to you by your DM.
And that's the logic you hide behind as you bend and twist things until the only options that are allowed are the ones you like. "I'm sorry, you can't play an urchin who ran away from home after being beaten by law enforcement, it just so happens there has been a massive surge in spies infiltrating every level of society, so your tiny, unimportant village has actually just be been executing people same day. You'll have to make a new character, hey, did I mention that everyone else is from the Church? Maybe you could make an orphan raised to be an acolyte of the church like everyone else did."
There are ways that the world needs to be conformed to, but a rigid world that can't accomodate the players is problematic.
Read the MM. Priests have access to 3rd level spells. IF you limit yourself to the PHB, the only fully religious characters are clerics and druids. (Monks could be arguably religious, but they are more martial than anything else and are more close to philosophical stuff than to religious. But that is debatable and for another thread). We are actually talking about casters here. So why do bring non sensical thing about non casting priests? Of course to use a spell that NPC must be a caster.
Because acknowledging that not every member of the clergy can cast magic is a fact of DnD. It is brought up CONSTANTLY. But again, of course you'll ignore and twist anything that doesn't conform to your vision.
And where do you get that I said that? Is casting a spell a menial labor? Is a general in a military campaign doing menial labor? Of course not! That point is utter BS. A court wizards, a priest, war wizards in armies, all these will work for the crown or lord of the land. Some paid, some to pay their taxes and some out of patriotism.
Just as there is a difference between writing down orders that will deploy troops and writing down how many sheep were born, there is a difference between casting a spell in the castle, and casting a spell in a tiny village on the off-chance they happen to catch a spy and put them in prison.
The purpose of the work is just as important as the work itself.
Logic my friend. Simple plain old logic. To sell something at that price, you need to get it at a lower costs. And if you had travelled just a little bit, you would have seen how in bazaar you can get things for a much much lower price that what is called for in the first place. The prices in the PHB are for the players only.
I don't see any Bazaar listed in the PHB. Give me some page numbers, or, again, are you just making things up.