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Wall of Force and spells
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<blockquote data-quote="James Gasik" data-source="post: 9048190" data-attributes="member: 6877472"><p>Well the 2e version of the sphere simply says "creatures in contact with the globe must save versus spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage." and also "Flammable substances are set afire by contact with the sphere". It doesn't actually say when this damage is inflicted, and if you can take it off turn or not, leaving it entirely up to the DM's discretion, but I had never heard anyone try to claim you could run through or past it on your turn without being burned. Make a saving throw? Sure, the spell even said the DM could adjust the saving throws based on how much room you had to dodge the sphere.</p><p></p><p>I'm not discounting your life experience (I'm happy you made your saving throw!), but D&D never really emulated physics well. That the Flaming Sphere might not be hot enough to instantly cook people like Wall of Fire does (though oddly, the 5e version allows a save for half damage and only damages you when you're within 10' of it; the 2e version automatically damages you with no save for being within 20' of it, with more damage if you're within 10', and even more if you cross into it, though the damage was a lot less than the 5e version).</p><p></p><p>It's just a case of, the spell does what it says it does, adding or subtracting from it's effects because it "feels right" may not be the right call.</p><p></p><p>Take Freedom of Movement, a spell designed to let you move and attack in water without penalty; there are some DM's out there who say the spell prevents swimming, and instantly causes you to fall through water to the bottom, which can make it suddenly very useless when fighting foes at sea who can now swim above you as if they had flight (and depending on the depth, your DM might decide to ad hoc damage for the "crushing depths of the sea floor"), lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9048190, member: 6877472"] Well the 2e version of the sphere simply says "creatures in contact with the globe must save versus spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage." and also "Flammable substances are set afire by contact with the sphere". It doesn't actually say when this damage is inflicted, and if you can take it off turn or not, leaving it entirely up to the DM's discretion, but I had never heard anyone try to claim you could run through or past it on your turn without being burned. Make a saving throw? Sure, the spell even said the DM could adjust the saving throws based on how much room you had to dodge the sphere. I'm not discounting your life experience (I'm happy you made your saving throw!), but D&D never really emulated physics well. That the Flaming Sphere might not be hot enough to instantly cook people like Wall of Fire does (though oddly, the 5e version allows a save for half damage and only damages you when you're within 10' of it; the 2e version automatically damages you with no save for being within 20' of it, with more damage if you're within 10', and even more if you cross into it, though the damage was a lot less than the 5e version). It's just a case of, the spell does what it says it does, adding or subtracting from it's effects because it "feels right" may not be the right call. Take Freedom of Movement, a spell designed to let you move and attack in water without penalty; there are some DM's out there who say the spell prevents swimming, and instantly causes you to fall through water to the bottom, which can make it suddenly very useless when fighting foes at sea who can now swim above you as if they had flight (and depending on the depth, your DM might decide to ad hoc damage for the "crushing depths of the sea floor"), lol. [/QUOTE]
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