Saturday Spell-Create Drinking Water

They’d been wandering the labyrinth for what seemed like days. They’d been forced to sleep three times between fights with curs’ed imps. And still they could hear the maze changing. They’d pressed ahead recklessly, and now they weren’t even sure which way to the edges of the complex. They were running low on food, but at least they had plenty of water and light, at the cost of mage support in battles.

After reading Rick Stump’s post on logistics, I figured I’d address the magical solution to the drinking water issue in Mind Weave.

Right Hand:

Water (Half)

saying “lin re”

This spell is pretty simple. It creates (2d3+1)/4 cubic feet of water, an average of 1.25 cubic feet or 9.35 gallons of water. That’s plenty for even a large party to drink their fill, if they have something to create it in. It only costs 7 SP. That’s nothing! Wow, water is easy, right? Wrong. A strict Game Master would say “that water only lasts 30 seconds, a lot of good it does you to drink that and have it vanish from your stomach.”

Well, sheesh, how long does the water need to last? Well, an hour is a good estimate, but you could argue for less by drinking huge amounts of water. Let’s look at a spell that uses duration to get the water through your system.

Right Hand:

Neta (Nature Radius): Order (Full)

Vi (Water Arc): Order(Half)

Vi (Water Arc): Order (Full)

Vi (Water Arc): Order (Half)

Vi (Water Arc): Order (Full)

Vi (Water Arc): Order (Half)

Vi (Water Arc): Order (Full)

Vi (Water Arc): Order (Half)

Vi (Water Arc): Order (Full)

Vi (Water Arc): Order (Half)

Vi (Water Arc): Order (Full)

Neta (Nature Radius): Order (Half)

saying “lin re”

Wow, what a mess! What do we have here? Looks like 12d6+12d3+6 minutes, averaging 72 minutes. Now, the water vanishes linearly to 0 at the number of minutes rolled, so we do want somewhat more than 60 minutes. We have a 90% chance of 63 or more minutes, meaning that after an hour 1/20th of drunk water would still remain. It is highly likely to be more. An 80 is more likely to be rolled than a 63, and in that case 1/4th would still remain after an hour.

The spell begins with  10d6/8 cubic feet of water, averaging 4.375 cubic feet, or 32.73 gallons. With 1/20th left an hour later, characters would have to drink an uncomfortable amount of water in short order in order. The best that could be done would probably be to cast this spell every half hour and have characters drink what they can handle. That way they’d stay pretty hydrated, especially on the lucky casts when it lasts 80 or more minutes.

This spell costs 36 SP.  It can be cast by a right handed caster with 15 dex and no agility in 16 seconds. That’s pretty good for a spell you only need every half hour. Though at low levels it would be a severe drain on caster ability. The toughest part is needing both order fingers. It would be undrinkable amounts of water at the beginning without it.

A utility spell important for dungeoneering. Would you make room for it in your spell book? Have a variant you’re interested in seeing? Tell us below and we may do it in a coming week.

Advertisements
This entry was posted in Spells and tagged , , , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s