Buckets of Water Problem – Part 2

Continuing from this question: The buckets of water problem

(All the definitions can be found there, so I will not repeat them).

As seen there by Yuval’s answer, the problem is NP-Hard. I was attempting to prove its Completeness, and while doing so – I was suddenly not sure whether or not it belongs to NP.

Because the witness is most likely to be a series of actions (filling buickets etc..), and that might be too long.

Ofcourse, we can change the definition of the language, in such a way we will limit the number of actions to be polynomial or make it part of the input (with a slight adjustment to represent the number of actions in unary, so it won’t be log of the number’s value).

But, I find it interesting to ask if this is a must?

And if we do not change anything – Can we tell for sure it is not NP? That there is no better (polynomial) witness.

“Ray of Frost” Spell + Water = Lock Broken?

I played only D&D 3.0 and 3.5 editions, but if similar, low-level spells exist in D&D 4.0 and Pathfidnder, please comment, I will probably make a transition to one of them anyway.

Is it possible to pour water into a lock, cast 0-level spell Ray of Frost, freeze the water and break the lock this way or is it sanctioned anywhere? I mean, that’s like 12 secs per lock at max (1 round for pouring, 1 round for casting), so if wizard is in a hurry it’s kinda cool way, although looks like a little power-gaming.

(Not to mention an easy way to escape from a locked cell. Even if dungeon is dry and a character is left for death there are always 0-level clerical spells like Create Water and such wizard-cleric duo is good to go.)

It’s more powerful than Open/Close spell since it won’t fail on locked doors. Sure, it won’t open door for us, but will break a lock — something Open/Close can’t do — and then we will open it manually like normal mortals do anyway.

Also, it deals d3 damage, but I don’t think we can use only this roll against lock DR, because frozen water is adding way more to this. There’s also a question, how much water can you freeze with d3 cold damage?

Damn, I love such low-level hacking 😉

Does Water Walk include ice as a terrain it affects?

Water Walk in DnD 3.5e specifies ice among the surfaces Water Walk lets you traverse as if it were solid ground, eliminating the difficult terrain penalties ice normally imposes:

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Water Walk in DnD 5e omits ice from the list of affected terrain:

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Has there been any clarification that allows ice?

Please cite source sites.

Do crabs have blindsight out of water?

A wizard can choose a crab as a familiar, and crabs have a blindsight of 30ft and are amphibian.

I can understand why crabs would have blindsight in water, as they can notice movement in the water and (apparently) changing salt levels to detect enemies. But it makes no sense for a normal crab to have blindsight out of water.

But from a purely mechanical standpoint, nothing is stopping me from having a crab familiar, and get 30ft blindsight by sharing senses with my familiar. Essentially having a constant "detect invisibility" seems a bit strong though for a 1st lvl spell.


Is this homebrew cantrip balanced? Water beam

I made a cantrip and I don’t know if it’s super OP or on the weak side so I want your opinion to make sure it’s balanced

1d4 force damage

Casting time: 1 action

Range: 30 feet

Duration: instantaneous

Components: V,S

Classes that know: Druid, Wizard, Sorcerer

The user shoots a geyser of water at the opponent in a 30 by 5 foot beam. Any creature that gets hit by this beam must make a dc 13 strength saving throw or take 1d4 force damage, and be knocked prone. If the strength save is a success, they only take the damage and don’t get knocked prone.

I got my inspiration from the decanter of endless water, and want your opinion

(Revised) Is this Homebrew cantrip balanced? Water beam [duplicate]

here is a link to the original draft. I was inspired to make this by the decanter of endless water item. I want an opinion on the balance of this spell.

1d4 force damage

Casting time: 1 action

Range: 30 feet

Duration: instantaneous

Components: V, S Classes that know: wizard, sorcerer, druid

The user shoots a beam of water at one target within range. The target must make a strength saving throw equal to the users spell dc. On a failure the target takes 1d4 force damage and is knocked prone. On a successful save, the target takes half the damage (rounded down with a minimum of 1) and isn’t knocked prone.

At higher levels this spell increases in damage. Lvl 5 (2d4) lvl 9 (3d4) lvl 13 (4d4) lvl 17 (5d4)

Does Blood in the Water work if I score a critical hit on something immune to critical hits?

Blood in the Water (Tome of Battle, p. 86) states:

While you are in this stance, you whip yourself into a terrible rage. When you score a critical hit against an opponent, you enter a near frenzied state from the sight and smell of blood. You gain a +1 bonus on attack rolls and damage rolls. Because this is an untyped bonus, it stacks with each successful critical hit you score.

If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance.

Does this work if I score a critical hit on something immune to critical hits?

The description doesn’t state that I have to damage the creature with a critical hit. This isn’t precision damage that can only be done to something that is deigned their Dex bonus.

Is a creature in a Wall of Water trapped in ice when hit by Ray of Frost?

In 5th edition Dungeons & Dragons, I am playing a Sorcerer where I have set myself the rule that I can never take fire spells and instead take weaker spells and try to make the most of them with creativity. I am wondering if following trick works.

Wall of Water has the following wording:

Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen).

If I use quickened spell Metamagic and cast Wall of Water into a creature’s space as bonus action, then as an action cast a Ray of Frost cantrip at the creature, will that freeze the water and trap the creature inside a block of ice?