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Old 11-08-2018, 08:46 AM   #1
hcobb
 
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Default Economics of dwarven magic

The Light spell does no good as a grow light as it would take around a hundred of these per hex and each apprentice can only power 25 per day. Even if you rotate these around that's still two wizards per hex of agriculture.

Meal includes (non alcoholic?) drink, but do you subject the waste products to a Scour or grow mushrooms?

Does the water from a Magic Rainstorm stay around after the spell lapses?

Will combining Scrying (or Insubstantiality) and Dark Vision enable the dwarf to see inside rock and determine where to mine? Otherwise use Pathfinder.

Open Tunnel is much quicker than using hand tools, but please ensure that there are no gems or useful ores there first. Does enchanting a pick to increase damage also increase tunneling speed?

BTW: Does anybody else use the rock splinters spell from page 71 to exterminate hundreds of rats or bats at a time?
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Last edited by hcobb; 11-08-2018 at 08:50 AM.
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Old 11-09-2018, 04:50 AM   #2
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Default Re: Economics of dwarven magic

Quote:
Originally Posted by hcobb View Post
The Light spell does no good as a grow light as it would take around a hundred of these per hex and each apprentice can only power 25 per day. Even if you rotate these around that's still two wizards per hex of agriculture.
How do you figure the number of light spells needed for a growlight?

Permanent light items also look relatively cheap.
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Old 11-09-2018, 09:23 AM   #3
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Default Re: Economics of dwarven magic

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Originally Posted by RobW View Post
How do you figure the number of light spells needed for a growlight?
Torch is 50 lumens.

Sunlight is 98k lux.
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Old 11-09-2018, 09:28 AM   #4
roguebfl
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Default Re: Economics of dwarven magic

Quote:
Originally Posted by hcobb View Post
Torch is 50 lumens.

Sunlight is 98k lux.
However that is over kill

How Many Lumens per Plant
Quote:
The optimal light would be 7000 to 7500 lumens per square foot. If the plant only requires minimum lighting, it should be approximately 2000 lumens per square foot. For the mid-range measurement, it should be approximately 5000 lumens per square foot.
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Old 11-09-2018, 09:44 AM   #5
hcobb
 
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Default Re: Economics of dwarven magic

And each hex is about a square meter.

Hence 100 light spells per hex at least.
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Old 11-09-2018, 11:20 AM   #6
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Default Re: Economics of dwarven magic

The GM probably has them research a new spell and/or enchantment for the purpose, 100+ years before his campaign begins play, if he wants this to be a thing.
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