Here is the spell and it looks like it can hold back the cold.
A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier.
The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.
Not so sure the fire will work. Let me know what all of you think?
Wall of Fire........
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high.
The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it.
Posted on 2016-11-27 at 15:01:55.
Edited on 2016-11-27 at 15:12:18 by Odyson
Would a protection from the elements spell be enough? Remember Aliya and Roan both had elemental RESISTANCE magics and still took 1/2 damage. Does protection give us 100% from all non-magic cold regardless of temperature? I don't know, I just think going down and taking 1/2 damage from the cold is better than taking full damage but still bad.
The wall of force is a stop gap, assuming it works. So the idea is to use the time gained to learn protection from the elements spell, right? Does the wall last long enough? Yeah, Ody's post probably gave that info, but I don't remember it.
On a side note, didn't the salamander tapestry show a bunch of flames or such? I'm just wondering if there is a hell around here somewhere that hasn't frozen over yet. Also, the cold might keep the salamander away.
I'm not sure if a Sphere of Flame would keep us warm if we stay near it?
Or, if I were to summon a fire elemental, could it keep us warm?
I don't think it need to keep us REALLY warm, just warm enough not to freeze.
Or maybe just flinging fireballs down the path as we go will keep us warm lol?
That's a real option, but seeing that the rooms can change it may take a while to find it again.
If Ulthok can close the door and someone warms the room we could heal and redo our spells and search the room more any clothing in here. Then replace the gems and head down the stairs. A fire elemental in front and behind could help keep the space between warm as we go down.
I was planning to to have Ulthok pull out the gems and see what happens.
As Tann said this is not magic cold but natural cold, like opening a door to the outside in the arctic.
We could go back and search more rooms for warmer clothes and keep trying to get back to this room. But will take time and we may get into more battles.
Posted on 2016-12-03 at 10:24:05.
Edited on 2016-12-03 at 10:29:08 by Odyson
Rayne has summon animal, which could possibly bring us a large animal for warmth. I would say that we could cut it open for warmth, like Han Solo, but Rayne probably wouldn't stand for it. Plus, who knows how effective a summon spell would be inside the dungeon. I think waiting and getting some spells of Endure Cold/Warm would be our best bet. It is a level 1 spell, so we wouldn't be losing too much.
The last thing I want to do is wander off leaving a crypt door open. No, try removing the gems and see what happens. Then we can plan.
Hiding inside an animal corpse only works if we want to stay in one place. Wandering around with it seems unlikely. (Although I did see a see a mythbusters once that seemed to prove that hiding in a body like that would work.)
Good ideas, here is the Endure spell. The cleric can cast one on each of us but we'll need to allow them to collect enough for each of so closing the door needs done.
We really need warmer clothes too.
The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.