Water Treatment Spells

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Post by K »

The easiest way to get rid of the water is with beholders that disintigrate a 10' cube of it a round.
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Prak
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Post by Prak »

Dessicators (LM) might be even more efficient, not sure though.

Oh, speaking of undead, I think we as players of games in fictional worlds (who aren't always the most normal of people), are overlooking the fact that the average person is going to be horrified by the prospect undead labour, and won't really care about how safe or ethical it is, just that it offends their sensibilities. So someway of obtaining long term or permanent constructs needs to be worked out. Sadly, astral construct and animate object can't be persisted, and the Y in (spell level x caster level x Y) for constructs remains mysterious (to my math, anyway).
Last edited by Prak on Wed Aug 31, 2011 6:15 am, edited 1 time in total.
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Post by Maxus »

So we're really looking at a simple and otherwise bland construct. So, like this?

http://www.dnd-wiki.org/wiki/Peon_%283.5e_Monster%29

Edit: Although caster level 9th....Trying to remember what level Animate Dead comes online.
Last edited by Maxus on Wed Aug 31, 2011 6:40 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by K »

Prak_Anima wrote:Sadly, astral construct and animate object can't be persisted, and the Y in (spell level x caster level x Y) for constructs remains mysterious (to my math, anyway).
The spell animate object can be made permanent with permanency. It costs XP, but there are several ways around that.

My personal army is made of simulacrums.
Last edited by K on Wed Aug 31, 2011 6:54 am, edited 1 time in total.
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Prak
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Post by Prak »

@Maxus, pretty much, and even that's a bit more than what's really necessary. Animate Dead comes online at 7th level for arcane casters, 5th for clerics, i think.

@K, I overlooked that. I've been out all day, away from my books, so I was looking at the srd on my phone. Didn't think to look at permanency.

Undead are honestly much more efficient, and I personally have no problem with them (seriously, dig up my family's bones and put them to work, I won't give a shit, though may ask for some monetary compensation). Maybe in the hypothetical world of Steammechs and Sweatshops anyone who objected to undead labour was marginalized because it was just too convenient (like the amish), or it's like TV, where people say it's bad, but there's still one in just about every home.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by K »

Prak_Anima wrote:.

Undead are honestly much more efficient, and I personally have no problem with them (seriously, dig up my family's bones and put them to work, I won't give a shit, though may ask for some monetary compensation). Maybe in the hypothetical world of Steammechs and Sweatshops anyone who objected to undead labour was marginalized because it was just too convenient (like the amish), or it's like TV, where people say it's bad, but there's still one in just about every home.
I suspect that time spent around undead probably involves catching weird flesh-eating diseases, something DnD handwaves away.
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Post by Vebyast »

K wrote:I suspect that time spent around undead probably involves catching weird flesh-eating diseases, something DnD handwaves away.
Zombies, sure; properly prepped, dried, and bleached skeletons, no way.

You can also reduce the psychological factor by starting with nonhuman skeletons or by defacing all of them. Skulls go a long way toward making skeletons terrifying; replace all the skulls with pom-poms and they'd be much more acceptable.
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Post by Prak »

Possibly, though, one, that's nothing magic can't fix*, and two, there are a few specific undead that are specifically diseased, the rest seem to be assumed to be kept in somewhat sanitary stasis by the negative energy.

*there are those who think magic should carry consequences. These people are called christians (and idiots, but I digress), and they can shit up their own games with potion miscibility, random magic effects, and arcane pollution, and keep it the hell out of mine.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Emerald »

K wrote:I suspect that time spent around undead probably involves catching weird flesh-eating diseases, something DnD handwaves away.
Well, first, all of the negative energy infusing undead bodies probably wipes out germs and viruses and such just as much as it harms larger lifeforms, and second, if you have clerics capable of animating and controlling the undead in the first place, those clerics should be capable of removing any attendant diseases. If nothing else, having every skeleton laborer dunk itself in an acidic/antiseptic/curative/whatever bath every hour on the hour should take care of that pretty well.
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Post by JigokuBosatsu »

Prak_Anima wrote: they can shit up their own games with potion miscibility
What kind of fucking dirty Communist are you, that you don't love good ol' red-blooded mom's apple pie potion miscibility?!?!??! :wink:
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by fectin »

DSMatticus wrote:
fectin wrote: and casts create water inside itself any round it is not half-full of water(1000gp + sphere cost)
You can probably make this work with a decanter of endless water and some wall of iron castings. Just saying.
True. And you'd get more power out of it. But it's also more expensive (9k), doesn't scale as well, needs managing and requires a higher level wizard (11th vs 9th). The decanter+walls approach would be better for a central plant, but I think that building reactors is better for distributed networks, and those are nearly always a better design.
DSMatticus wrote:Also, it's kind of amusing to realize that industrial age D&D's major pollutant could easily be magically created water and/or water vapor which is slowly flooding the entire planet. So, in preemptive preparation for the doomsday scenario of their reckless, unsustainable energy policy of polluting the world with water, what's the quickest way you can think of to dispose of their excess? (Don't say 'develop alternative energy sources, like ring gates.' That's what some pussy scientist would say. We're magicians.) Also, this would help OP's original question as well as contributing to a hypothetical BBEG's plans to dehydate the world.
You know, on waterworld this isn't a problem. Who doesn't like steampunk pirates?

But if you have to be a party-pooper, use many, many zombies to reshape the world to have a distinct bowl, with canals leading to it. It takes a while, but you also have a while. That bowl doubles as a reservoir and a drain. Use wall of iron repeatedly to make a series of filters around it, probably with 10 foot openings, then five, then 1. Then drive a 20 foot wide shaft ~ 50 feet down at the middle, line it with wall of iron, and drop a sphere of annihilation at the bottom. That should pull a crapton of water out of your system. Other options than spheres include extradimensional items (bags of holding) with cuts in them, but if you're going for a worldwide solution, the sphere would be the way to go.

Edit: fixed tags
Last edited by fectin on Wed Aug 31, 2011 4:00 pm, edited 1 time in total.
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Post by RadiantPhoenix »

Was solving this problem how Dark Sun came about?
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Count Arioch the 28th
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Post by Count Arioch the 28th »

Emerald wrote:
K wrote:I suspect that time spent around undead probably involves catching weird flesh-eating diseases, something DnD handwaves away.
Well, first, all of the negative energy infusing undead bodies probably wipes out germs and viruses and such just as much as it harms larger lifeforms, and second, if you have clerics capable of animating and controlling the undead in the first place, those clerics should be capable of removing any attendant diseases. If nothing else, having every skeleton laborer dunk itself in an acidic/antiseptic/curative/whatever bath every hour on the hour should take care of that pretty well.
I have heard people make the hypothesis that since negative energy stops any further decay that it sterilizes the corpse.
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Post by Lago PARANOIA »

Why are we using zombies now? What's wrong with using halfling commoners?
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In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Grek »

They only work 2/3rds as long, need to be regularly fed and occasionally steal your magic ring and throw it into a volcano.
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Post by Just another user »

Emerald wrote:
K wrote:I suspect that time spent around undead probably involves catching weird flesh-eating diseases, something DnD handwaves away.
Well, first, all of the negative energy infusing undead bodies probably wipes out germs and viruses and such just as much as it harms larger lifeforms
Or maybe negative energy will create undead germs.
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Post by JigokuBosatsu »

Not according to 1st ed Manual of the Planes... the Negative Plane was completely sterile.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Count Arioch the 28th »

I remember the Positive energy plane was sterile as well back then.
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Post by JigokuBosatsu »

That's true- I forgot that while it did breed all sorts of critters, they went POP after a few minutes from excess energy.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Vebyast »

Hmm. Is there any way to use Shadows to make a self-propagating, sustainable workforce? Give a continent to the rabbits, then order the shadows to eat half the rabbits annually?
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Post by K »

JigokuBosatsu wrote:Not according to 1st ed Manual of the Planes... the Negative Plane was completely sterile.
Bur who cares about the plane? I mean, the positive energy plane is sterile, bu that doesn't mean that normal living creatures full of positive energy don't get diseases.

In fact, since mummies and ghouls are both super-infectious, it stands to reason that undead can just be normally infectious.

I mean, even skeletons might be dissease carriers since they might have just enough negative energy in them to spawn weird undead diseases in the same way that living things have just enough positive energy to spawn normal diseases.
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Post by fectin »

K wrote:
JigokuBosatsu wrote:Not according to 1st ed Manual of the Planes... the Negative Plane was completely sterile.
Bur who cares about the plane? I mean, the positive energy plane is sterile, bu that doesn't mean that normal living creatures full of positive energy don't get diseases.

In fact, since mummies and ghouls are both super-infectious, it stands to reason that undead can just be normally infectious.

I mean, even skeletons might be dissease carriers since they might have just enough negative energy in them to spawn weird undead diseases in the same way that living things have just enough positive energy to spawn normal diseases.
I'm a little confused here. How is this different in kind from DMs who discover new and exciting ways to make Wish useless? In both cases, you're suggesting cockblocking the players by inventing previously undocumented costs and consequences. There may be some key difference I'm not seeing; if so, I'd appreciate you pointing it out.

On your specific points:
Mummies infect you with disease in certain specific cercumstances. Eyes of Fear and Flame light you on fire in certain specific circumstances. Eyes of Fear and Flame are not themselves on fire, and mummies may not be themselves diseased (it's a little unclear). Neither of these creatures' existence implies that any other undead are on fire, nor that other undead are diseased.

Assuming for the moment that all undead are diseased, that is still a solveable issue. If it's rotting flesh-based, the simple answer is don't use zombies. Otherwise, disinfect them periodically, and keep them away from people. There's carrion on the roads all the time now (and most armadillos carry leprosy!), and people are rarely affected. If skeletons are also hosts, make sure you dry them out well first, and maybe seal the bones with mud+mud to stone. If they are somehow supernaturally virulent, and constantly spawn new diseases, the DM is a tool.

I'd write something here about the morality of necromancy, but I think that's already been covered in depth elsewhere, better than I could.
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Post by JigokuBosatsu »

It might make more sense to have certain undead inflict disease as special cases. Mummies because of the Curse of the Pharaohs, ghouls because they are basically that guy from Bizarre Foods, etc. Might help break up the metagame as well, because if a player is banking on his knowledge of ghosts, he will be surprised when the Laughing Specter gives him thaumorrhea because of a curse on the Specter's family.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Post by Lago PARANOIA »

I still want to know why you're even wasting your time with undead labor in the first place. I got some non-answer about zombies or whatever being able to work for a greater amount of the day and also not needing food--but this conveniently ignores the fact that there's a limit to how many undead you can dedicate to a project and how much supervision they need to get anything done anyway.

A gaggle of halfling commoners are comparably strong to humans (two of them are about as strong as one human), eat much less, have much more morale, and are good with their hands. More importantly however is that you can dedicate a thousand to of them to a project and have much fewer logistic or supervision issues. And halfling foremen are a lot easier to come by than 5th-level and above clerics.

Using undead as your personal servants is very, very handy in a lot of ways but sure as fuck not for large-scale projects.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by fectin »

That idea is really good as an adventure hook, and really bad for business as usual. It's exactly like efreeti: one vengeful efreet is (potentially) interesting and story-driving. Every efreet being a self-destructive dick is just irritating.
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