If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack roll to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.
- "Stream" pours out 1 gallon per round.
- "Fountain" produces a 5-foot-long stream at 5 gallons per round.
- "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
You can't create matter ex nihilo (otherwise the setting breaks big time), so this has to come from somewhere. Like the ocean or the Plane of Water, which are both salty.
And even if it was drinking water, you'd need a mage capable of casting this spell at least 5 times daily to meet Qarths water needs.
A single decanter is orders of magnitude too little water.
And I'd yet again like to point out that this isn't what the vote is about...
It's all well and good to try to change the system, y'all, but you are both completely contradicting the rules of magic which we have been using for years now.Keep in mind that is a druid spell, it seems rather odd for druids to be able to make magic from thin air you draw it from the local environs, in the case of Qarth that is semi-arid tending to desert. Cast that spell too many times in the city and the surrounding lands will start to resemble the surface of Mars
Too little water? Thirty gallons every six seconds, that's 1,728,000 liters a day. Given that humans don't really need more than 2 liters a day, your argument is not convincing.
It's all well and good to try to change the system, y'all, but you are both completely contradicting the rules of magic which we have been using for years now.
Using D&D magic, you can specifically create matter from nothing, and that is exactly what Flashflood does. It creates 748,100 gallons of water, it doesn't Teleport it from elsewhere or transform something else into water, both of which are effects other spells make use of.
If it's not enough water to make a difference, that's one thing, but please don't reimagine the rules on the fly.
[X] Let things stand until the integration next month, you can handle it once the city is officially in your hands
-[X] In the interest of garnering good will with the populace and easing the burden on the city's depleted aquifer, Viserys, accompanied by Lya, Dany, Richard, Rina, and Maelor, along with a team of Imperial engineers equipped with a set of Titan's Tools, will travel to Qarth and coordinate with the Undying and relevant notables to create several large reservoirs of fresh water using careful casting of the Flashflood spell and other support magics.
--[X] Between them, Viserys, Lya, Dany, and Rina could easily cast two dozen or more Flash flood spells per day without dangerously depleting their spell slots or Mythic power. If they stay for three days, they could cast the spell 72 times, providing the city with 53,863,200 gallons of water. This will hopefully help to ride the city over until more dedicated infrastructure facilities can be constructed following the integration.
Sandstorm isn't an obscure splatbook. And Flashflood isn't something I just dredged up out of nowhere. It's been discussed off and on for years, and at one point was a potential candidate to help us green up Dorne a bit. It's a powerful 8th level spell that can't be used trivially because it's well beyond the ability of most casters.@Goldfish, Rule 0 exists for a reason and that reason being that you cease to have a meaningful game at some point without some reigning in of obscure stuff from obscure splatbooks.
I don't want to trivialize anything. Dedicating time from four of our most powerful spellcasters for three days isn't an insignificant investment of resoirces, IMO. If it's an issue, though, I'll remove that stuff from my plan.Functionally a spell that opens a small a portal to the plane of water and filters out the salt to make a drentch cantrip is identical to 'making water' just as opening a small portal to the plane of fire to take some fire to make fireball is. Indeed there are some source books that use that explanation for firebball.
That said I am willing to compromise on 'matter creation is very magic intensive and cannot be used on a mass scale' if necessary. What matters is that you guys cannot snap your fingers and solve big problems like an aquifer that has been failing for millennia in an instant. That would trivialize everything.
That's fine with me. Thanks, DP.OK so you are going to try to pull PC off the jobs and use magic to bridge the gap. I am going to say right now this is not going to be a miracle fix, it helps of course, but also shoves some very scary mages into the faces of people who are already under the thumb of other scary mages. There is a risk that this will be taken badly, as some kind of grand conspiracy to garner the gratitude of the city. For the sake of ease of reading among those who are not so versed in spells the option could look like this
-[] Use High level magic to help bridge the gap (risks unrest)
Does this seem fair to you? I am trying to make things both more coherent and more understandable to people who do not know the system as well
Sandstorm isn't an obscure splatbook. And Flashflood isn't something I just dredged up out of nowhere. It's been discussed off and on for years, and at one point was a potential candidate to help us green up Dorne a bit. It's a powerful 8th level spell that can't be used trivially because it's well beyond the ability of most casters.
I don't want to trivialize anything. Dedicating time from four of our most powerful spellcasters for three days isn't an insignificant investment of resoirces, IMO. If it's an issue, though, I'll remove that stuff from my plan.
Is this about your weird interpretation of Mindblank that I'd never seen before anywhere ever?@TalonofAnathrax, it was also jarring when the way Mindblank was retconned because a few people got super salty when an NPC had the temerity to abuse the system half as hard as the players do every second vote, so there is that.
By your interpretation, Mindblanking someone temporarily is pointless, as the timeframe can be divined later on when the person is no longer under Mindblank. Which flies in the face of how divination wards were repeatedly used to hide things in this quest. Nothing happening in the Shadow Tower chamber should have stayed secret after the person left it, but multiple big plans hinged on that.Is this about your weird interpretation of Mindblank that I'd never seen before anywhere ever?
I don't know how to easily refind and reread that passage of the quest, but I remember being very weirded out by your take on how Mindblank worked. Of course you can't just target your divination at "that mindblanked guy, but before he was mindblanked". You've got to wait until he is no longer mindblanked for your spell to work (or somehow time-travel back to before he got the mindblank and cast your divinations then, I suppose).
Mind Blank obviously has some sort of limits (and we've seen Bloodraven learn stuff about mind blanked people by targeting stuff around them which can give some clues regarding their activities) but IIRC your take on it was just weird.
One thing that always weirded me out was the Thought Bottle anti-divination trick used before we invaded Tyrosh... I really can't see why that worked.By your interpretation, Mindblanking someone temporarily is pointless, as the timeframe can be divined later on when the person is no longer under Mindblank. Which flies in the face of how divination wards were repeatedly used to hide things in this quest. Nothing happening in the Shadow Tower chamber should have stayed secret after the person left it, but multiple big plans hinged on that.
Because of the assumption that something you do while Mindblanked can not be divined, no matter if you are at some point not Mindblanked. The interpretation we had been working under all this time.One thing that always weirded me out was the Thought Bottle anti-divination trick used before we invaded Tyrosh... I really can't see why that worked.
I'd think it would be that if the Aboleth time travels to before we got Mind Blank, they can then divine stuff about Viserys up until that moment in time and then any moment after until he get Mind Blank.Because of the assumption that something you do while Mindblanked can not be divined, no matter if you are at some point not Mindblanked. The interpretation we had been working under all this time.
Just to spell it out in big bold letters:
As per your interpretation, the Aboleths can divine anything they want about Viserys, the Imperium and every secret you ever had or might have by going to a time when there is no active Mindblank on Viserys. The Domion of the Mind knows literally everything they could possibly know.
No. That was how it used to work, but because people didn't like an NPC exploiting the implications of this, it was changed. Now they can do just that.I'd think it would be that if the Aboleth time travels to before we got Mind Blank, they can then divine stuff about Viserys up until that moment in time and then any moment after until he get Mind Blank.