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Liquid Reality

Copyright Rich Kirkland ©2000

Liquid Reality: Arcane Alchemist Base List

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Type Liquid

10 cu'

P

10'

I

2)

Minor Enchanted Appearance

10 cu'

10 Min/Lvl

Self

F

3)

Minor Enchanted Substance

10 cu'

10 Min/Lvl

10'

F

4)

Distill/Mix Liquid

10 cu'

P

10'

F

5)

Manipulate Liquid

10 cu'

10 Min/Lvl

10'

F

           

6)

Decrease Liquid

10 cu'

10 Min/Lvl

10'

F

7)

Increase Liquid

10 cu'

10 Min/Lvl

10'

F

8)

Minor Enchanted Density

10 cu'

10 Min/Lvl

10'

F

9)

Minor Enchanted Freezing Point

10 cu'

10 Min/Lvl

10'

F

10)

Minor Enchanted Boiling Point

10 cu'

10 Min/Lvl

10'

F

           

11)

Minor Enchantment

10 cu'

10 Min/Lvl

10'

F

12)

Minor Enchanted Appearance

100 cu'

10 Min/Lvl

10'

F

13)

Major Enchanted Substance

100 cu'

10 Min/Lvl

10'

F

14)

Copy Liquid

10 cu'

10 Min/Lvl

10'

F

15)

Minor Liquid Cross Enchantment

Varies

-

10'

F

           

16)

Permanent Minor Enchantment

1 Spell

Varies

10'

F

17)

Major Enchanted Viscosity

100 cu'

10 Min/Lvl

100'

F

18)

Manipulate Liquid True

100 cu'

10 Min/Lvl

100'

F

19)

Major Enchanted Freezing Point

100 cu'

10 Min/Lvl

100'

F

20)

Major Enchanted Boiling Point

100 cu'

10 Min/Lvl

100'

F

           

25)

Major Enchanted

100 cu'

10 Min/Lvl

100'

F

30)

Major Liquid Cross Enchantment

Varies

10 Min/Lvl

100'

F

50)

Permanent Major Enchantment

100 cu'

P

100'

F

  1. Type Liquid: Caster learns the various physical and chemical properties of target substance. This also yields a +50 to Alchemy.
  2. Minor Enchanted Appearance: Caster can modify the target liquid’s appearance. Use of this spell can change a substance to any color including translucent (but not transparent).
  3. Minor Enchanted Substance: Caster can modify the target liquid’s appearance as well as touch, smell, taste, and acoustic qualities.
  4. Distill/Mix Liquid: Caster can separate a liquid into its component parts or mix in appropriate substances as desired.
  5. Manipulate Liquid: Caster can manipulate the flow of the target liquid with his mind. He must concentrate for the liquid to flow against gravity or to prevent soaking. Liquid can travel at normal speed with the gravity flow or at one-quarter speed against the gravity flow.
  6. Decrease Liquid: Caster "destroys" the target's mass with a corresponding decrease in size (i.e. density does not change) for the duration of this spell. The maximum area effect is up to 10 cubic feet or 50% of the target total mass, whichever is less.
  7. Increase Liquid: Caster "creates" increases the mass and corresponding size of the target by up to 10 cubic feet or 50% of the original mass.
  8. Minor Enchanted Density: Caster can modify the target liquid’s density by +/-75% or 0.75 g/cm3, whichever is greater. The volume remains the same.
  9. Minor Enchanted Freezing Point: Caster can modify the target liquid’s melting point by +/-75% or 50 degrees centigrade whichever is greater.
  10. Minor Enchanted Boiling Point: Caster can modify the target solid's kindling point by +/-75% or 50 degrees centigrade whichever is greater. At the end of the duration, any such liquid that has evaporated will precipitate as appropriate.
  11. Minor Enchantment: This spell allows the caster to modify any other minor trait of a substance such as viscosity, flammability, conductivity and other traits not covered. This cannot make a liquid radioactive.
  12. Major Enchanted Appearance: As Minor Enchanted Appearance, but affects a greater volume and can make a liquid transparent (but not invisible).
  13. Major Enchanted Substance: As Minor Enchanted Substance, but affects a greater volume and can make variable qualities (it smells like oranges at one temperature, and smells like a wet dog at another temperature).
  14. Copy Liquid: Caster can create a physical double of any liquid up to 10 cubic feet. No magical qualities can be copied unless the substance itself is magical. At the end of the duration the substance disappears. Many an alchemist has had fine wine tasting parties with this spell and all left entirely sober.
  15. Minor Liquid Cross Enchantment: This spell allows the caster to use the next minor enchantment from this list to effect a solid, gas, animal, plant or energy. The GM will have to monitor these effects and interpret the results. For example, modifying the boiling point of an energy source may not be appropriate.
  16. Permanent Minor Enchantment: This spell makes a minor enchantment from this list to have a permanent duration. This spell must be cast prior to the enchantment for 24 days in a row. Each day, the target liquid will be effected by the spell for 1 additional hour per day. If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent. When this happens the liquid is no longer considered enchanted and is now a "normal" liquid that can be modified by more minor enchantment spells from this list.
  17. Manipulate Liquid True: As Manipulate Liquid, except for target volume and the caster can make a liquid float through the air and move in any direction at 50 feet per round.
  18. Major Enchanted Density: As Minor Enchanted Density, except for target volume and the caster can modify the density by +/-90% or 1.500 g/cm3, whichever is greater.
  19. Major Enchanted Freezing Point: As Minor Enchanted Freezing Point, except for target volume and the caster can modify the melting point by +/-90% or 100 degrees centigrade whichever is greater
  20. Major Enchanted Boiling Point: As Minor Enchanted Boiling Point, except for target volume and the caster can modify the kindling point by +/-90% or 100 degrees centigrade whichever is greater.
  1. Major Enchantment: As Minor Enchantment, except for target volume and the caster can also modify radioactivity.
  1. Major Liquid Cross Enchantment: As Minor Solid Cross Enchantment, except the caster can modify Major Enchantments.
  1. Permanent Major Enchantment: As Permanent Minor Enchantment except it can be used on Major Enchantments.

 

Note 1: The spells on this list only work on inanimate liquid matter.

Note 2: Magic liquids resist these spells at +10 to +75 depending on their power level.

Note 3: No liquid may be affected by more than one enchantment spell at a time. Once an enchantment becomes permanent, then the transmutation of the substance is complete and is no longer considered to be "enchanted" or magical.

Note 4: Just because the boiling point of water is lowered to make steam at room temperature, the steam cannot hurt anyone. It is still just room temperature.

Note 5: No liquid can have its density reduced into the negatives, but zero is possible.

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