Decanter of Endless Water

Doom3524 said:
I was actually responding to Kobold Stew, my computer is moving so slow right now Infinity got his in before mine, by like 10 minutes!! Damn computer.


not to worry! I'm away from my books now, but my memory tells me everburning torch costs 110 gp (the rate I quoted in mo earlier post). So we are all thinking the same thing.

:)
 

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darthkilmor said:
But aside from that. You could always just say that, if you use a decantur too long there's an increasing percentage chance that a elder water elemental pops out. like say 1% per hour used, checked every hour of use. for every day of non-use %chance drops 1%.
so use it a whole day you have about 1/4 chance of pissing off some water elemental. seems fair.
Actually, it's a lot higher than that if you check every hour. Think of it this way, the first hour, there is a 99% chance that an elemental is not summoned. Next hour, it's a 98%... all the way to 76%. If you multiply all of those together, you end up with a daily chance of about 3.8% that an elemental is not summoned... that means that there is a 96.2% chance that AT LEAST one elemental will be summoned per day.

darthkilmor said:
Thats neatly deals with "how come there are deserts?!" problem. people got tired of getting beat up.
Indeed.
 

Doom3524 said:
I thought they were 90 :)

Either way, both work well.

An everburning torch is 110gp.

This meshes with the Spellcasting and Services section.

2nd-level spell costs: Caster level x 20gp

So, 3 x 20 = 60gp

Expensive material components must also be paid for.

So the 50gp worth of ruby dust for continual flame must also be paid.

60gp + 50gp = 110gp. (You get the torch for free! ;) )
 

interwyrm said:
Actually, it's a lot higher than that if you check every hour. Think of it this way, the first hour, there is a 99% chance that an elemental is not summoned. Next hour, it's a 98%... all the way to 76%. If you multiply all of those together, you end up with a daily chance of about 3.8% that an elemental is not summoned... that means that there is a 96.2% chance that AT LEAST one elemental will be summoned per day.

As its been about 4 years since I took statistics I won't try and call out your math, but offhand I have to say that doesnt seem right.
 

darthkilmor said:
As its been about 4 years since I took statistics I won't try and call out your math, but offhand I have to say that doesnt seem right.

No, that's pretty much correct.

Look at it this way:

What's your chance to not get an elemental in hour 1? 99%
What's your chance to not get an elemental in hour 1? 98%
...
What's your chance to not get an elemental in hour 24? 76%

What's your chance to not get an elemental at all? It's the probability that you didn't get one in hour 1 * the probability that you didn't get one in hour 2 * ... * the probability that you didn't get one in hour 24.

The product of all those chances is 4%. You are almost guaranteed to get at least one elemental per day.

Heck, at just a flat 1% chance per hour, you're only 79% likely to get by scot free.
 

Korimyr the Rat said:
Put enough light-tight mirrors around a set of photovoltaic panels, for instance, and cast continual light on all of them. Solar power in deepspace, drivespace, or even at the center of a nebula. Quite a lot of it, too, since it's a 24/7, continuous, and intense light source.

What's Continual Light? ;p
 

Infiniti2000 said:
Despite the quick rate of the decanter, the dungeon will fill very slowly (unless the 'dungeon' were really just a thin hole). The monsters therein will come out soon enough to figure out what is up. Of course, that in itself might be a good use of the decanter. Kinda like smokin' 'em out. :)


Empire Mine in Northern California, during its operational period, pumped between 18000 and 21000 gallons of water out of the mine per minute. When the mine stopped operations, it took (I believe) 54 days to fill up to the water table level. Now, at 367 miles of tunnels, Empire Mine is bigger than your average dungeon, but given the lesser flow rate of the decanter, your flood the dungeon endeavor's going to require a bit of patience!
 

werk said:
What's Continual Light? ;p

Fine. Scrape together a couple dozen thousand gold pieces worth of rubies and cast continual flame on dozens of small pebbles. Eventually, you'll reach the light equivalent of full daytime.

Or, if you don't mind having a little maintenance for your generator, fuel it with extended daylight. At minimum caster level, that's 140 minutes per casting and it provides direct sunlight without having to worry about weather conditions.
 

Korimyr the Rat said:
Or, if you don't mind having a little maintenance for your generator, fuel it with extended daylight. At minimum caster level, that's 140 minutes per casting and it provides direct sunlight without having to worry about weather conditions.

An extended celestial brilliance (book of exalted deeds) at minimum caster level would last for 18 days, provide incredible light, destroy undead, and other various nasty things.

I really hate that spell..lol
 

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