Gark the Goblin
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Not putting this in the rules forum as I doubt there's an actual rule about this very corner case . . .
My players want to know if they can use create water rain to cool down in an environment with very high humidity (so minimal evaporative cooling) and very high temperature. The adventure they're on involves surviving the heat of a dry season savanna for an overland journey lasting nearly a month.
If water can be reliably summoned at a temperature of the caster's choosing, say 0 C, then their plan would work perfectly. If it is summoned at a random temperature between 0 and 100 C, then the party would get the benefits of a cooldown about half the time . . . but the cleric could just keep casting it until they rolled well. I'm currently leaning towards making it summoned at the ambient temperature, but this could lead to some unfortunate corner cases in very hot situations like forest fires (where ambient temperatures could be above boiling, and hence you'd just be summoning steam).
While I'm all for clever applications of spells, the first two interpretations seem to just completely circumvent this significant terrain hazard with a single cantrip - is that balanced?
P.S. I don't think I can hit them with the Hustle rules (taking more than a single move action per round during overland movement eventually adds up to nonlethal damage), because it's not like they'd need to cast create water every round as they move.