
Itchy |

Good question. I'm only considering the idea of attacking a pool or pond, not a container of water or water elementals.
I would wager that water is immune to physical attacks. Every time you hit it with something, it flows back in to fill the spot. You COULD rule it as a regeneration ability too.
However, Water is weak against Fire. Treat fire attacks as not being regenerated since the water turns to steam and drifts away. Torches would not work since the water would extinguish the torch.
Any effect that dropped temperature could freeze water. Frozen water would have similar stats to Wood. Frozen water is immobile.
Who can fill in what I missed?
-Aaron

Umbral Reaver |

Ice has 3 hit points per inch and zero hardness. If we assume that water has the same hit points and hardness, we can construct the following scenario:
There is a two foot deep barrel of water. A barbarian has decided to destroy the water with a hammer.
The barbarian strikes the water and deals 72 damage! All of the water is destroyed. The barbarian is left with an empty barrel, surrounded by the remains of the water.
So there you have it, a mechanic for determining what volume of water you can splash. :P

Umbral Reaver |
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Now, this here is a house rule but it may help anyone that's ever wanted to freeze some water with cone of cold and been told that it only does damage and can't freeze things:
When you deal cold damage to an area of a surface of water, first determine the area it affects in squares. Divide the cold damage dealt (for area spells, this is usually the same for every square) by 3. This is the depth of water frozen by the effect. Cold damage that only affects single targets is not sufficient to produce more than a few superficial ice chunks on a surface.
Destroying the resulting ice follows the normal rules for bursting or damaging materials.

Jeraa |

I'd say 1 hp, DR/Fire or cold 9999 and regeneration. You can't damage it with weapons, you can only evaporate or freeze it (thus the DR gets circumvented by fire and cold) and once you leave it alone, it melts/condenses again. (thus regeneration)
Damage reduction is always overcome by energy damage, so fire and cold damage will always bypass Damage Reduction. There is no such thing as DR/Fire or DR/Cold.
(Damage reduction stops physical damage, Resistances stop energy damage, Hardness stops both)

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The "Swarm" subtype is immune to weapon damage (at least for Fine or Diminutive creatures), and it seems this is due to the fluid nature of the swarm. So I think objects in liquid and gas form are also immune to weapon damage.
To answer the original question, look at it mathematically. HP=(H)*(P), and by the commutative property, (P)*(H)=ph. Water has a ph of 7, so it should have an hp of 7 as well.

Kydeem de'Morcaine |

I've actually been wondering about this also.
I've seen some statement is some threads that leads me to believe that at least some people have vastly different ideas about changing states (freezing or evaporating) than I have.
Using repeated ray of frost to freeze a body so it doesn't smell...
Cone of cold freezing a pool solid so a swimmer is now helpless...
Using a few fireballs to evaporate a pond...
Wall of ice to freeze a solid barrier to block a river...
Wall of fire to evaporate a creek as it flows through the area...
I've even seen, cone of cold around a ships hull to immobilize it now that it is stuck in a small iceberg...
I would not have allowed any of these to work. But I see statements like this all the time. Almost no one seems to have a problem with it.
Raising the temperature of ice or water actually takes quite a bit of energy. It takes a whole lot more to cause a state change (melting or boiling).

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Raising the temperature of ice or water actually takes quite a bit of energy. It takes a whole lot more to cause a state change (melting or boiling).
This is a very good point. I don't think you can accurately model this with hitpoint or DR mechanics. Best just leave it up to "it's freaking magic" and let high-level cold or fire spells freeze or boil water respectively. Of course, that isn't RAW.

SlimGauge |

It depends on the water. Heavy Water is effectively "Masterwork Water" and is about 11% more dense than regular water. The problem is you have to focus your damage over such a tiny amount of water to actually split it into components. Those components have a strong tendency to recombine. Perhaps regeneration or fast healing ?

Kazaan |
The HP on items isn't the damage it takes to obliterate said item utterly; it's the damage required to render the item non-functional. Cut a spear in half and it's "broken", not annihilated. So, if you're looking for HP on water (or any other fluid), you're looking for the damage it takes to render it "non-functional". That could be dispersing it to a sufficient degree that it can't be used to any meaningful degree; a barrel of water can be used to douse an object but the same quantity of water spread over several square meters of ground is effectively non-functional. Or, to put it another way, how much effort does it take to take a pool of enough water to drown in to a state in which you couldn't drown in it. Then, there's the fluid state of water leading in the regenerative effect. You have to hit it hard enough to "splash" the water away and prevent it from re-joining the main body.
Since we're not dealing with "thickness" but rather "volume" the HP should be determined by liter. DR/Bludgeoning would be appropriate because both slashing and piercing would travel through with little effect but blunt impact would splash more water. We'll presume we're hitting a pool of water with a baseball bat (adequate representation of a 1d6 club). Middling force strike (3-4 damage) will disperse a puddle of about half a liter, I'd say, so we can estimate that Water has 6-8HP per liter. DR should be something significantly high; it'd take an anime-level slashing attack to do appreciable dispersion to water so DR 50/Blud would be appropriate.
Fire evaporates water but water, in turn, extinguishes fire. So we need a mechanism to represent how water and fire interplay on each other. Keep in mind, water can sink a large amount of heat relative to its volume and, given that it also extinguishes fires, I'd be willing to say it has Fire Resistance to some degree. It's resistant to temperature change in general so cold resistance may be a factor as well (coupled with a mechanic such that enough cold damage beyond resistance will turn water to ice). Acid would also "convert" water into more acid. Electricity would affect it based on whether conductive elements are dissolved in it; pure/distilled water is highly resistant to electricity and greater resistance means greater heat generated.

Kazaan |
How many hit points does a five foot square of fire have? :P
I wouldn't imagine very many... you could beat up a five foot square of fire with a blanket, about 4 liters of water, about 6 cubic feet of sand, baking powder, or any other non-flammable fine particulate, or a coil of copper, silver, or other highly conductive metal roughly 5' in diameter.

Chemlak |

Fun question.
I doubt I'd actually ever let someone try it in-game, but if push came to shove, I think I would rule that 1 gallon of water is evaporated into steam per 1d6 fire damage delivered (approximately filling a 10x10x10 cube with steam, and I would divide the damage by 8 (number of 5x5x5 cubes) against small and medium creatures inside the steam, large and greater-sized creatures would take full damage), and probably the same amount frozen per 1d6 cold damage. Water is effectively immune to all other forms of damage, except where otherwise mentioned.
To be amusing, I would say that Axiomatic attacks freeze water at 1 gallon per 10 full hp of damage, and Anarchic attacks evaporate it at in the same proportion.

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I don't think you can accurately model this with hitpoint or DR mechanics. Best just leave it up to "it's freaking magic" and let high-level cold or fire spells freeze or boil water respectively.
I still think this is the best answer. Trying to figure out HP mechanics in order to resolve magic attacks on water is likely to end in madness, as the system can't come close to modelling it. Ice is listed at having HP and DR because it is a solid item. Things like fire, water and air are not solid items and can't be 'broken.'