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Vapor Reality

Copyright Rich Kirkland ©2000

Vapor Reality: Arcane Alchemist Base List

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Type Vapor

100 cu'

P

10'

I

2)

Minor Enchanted Appearance

100 cu'

10 Min/Lvl

Self

F

3)

Minor Enchanted Substance

100 cu'

10 Min/Lvl

10'

F

4)

Separate Vapors

100 cu'

10 Min/Lvl

10'

F

5)

Lesser Control Vapor

100 cu'

1 Min/Lvl

10'

F

           

6)

Decrease Vapor

100 cu'

10 Min/Lvl

10'

F

7)

Increase Vapor

100 cu'

10 Min/Lvl

10'

F

8)

Minor Enchanted Density

100 cu'

10 Min/Lvl

10'

F

9)

Minor Enchanted Condensation Point

100 cu'

10 Min/Lvl

10'

F

10)

Minor Enchanted Kindling Point

100 cu'

10 Min/Lvl

10'

F

           

11)

Minor Enchantment

100 cu'

10 Min/Lvl

10'

F

12)

Major Enchanted Appearance

1000 cu'

10 Min/Lvl

10'

F

13)

Major Enchanted Substance

1000 cu'

10 Min/Lvl

10'

F

14)

Greater Control Vapor

100 cu'

5 Min/Lvl

10'

F

15)

Minor Vapor Cross Enchantment

Varies

-

10'

F

           

16)

Permanent Minor Enchantment

1 Spell

Varies

10'

F

17)

Create Vapor

1000 cu'

10 Min/Lvl

100'

F

18)

Major Enchanted Density

1000 cu'

10 Min/Lvl

100'

F

19)

Major Enchanted Condensation Point

1000 cu'

10 Min/Lvl

100'

F

20)

Major Enchanted Kindling Point

1000 cu'

10 Min/Lvl

100'

F

           

25)

Major Enchantment

1000 cu'

10 Min/Lvl

100'

F

30)

Major Vapor Cross Enchantment

Varies

10 Min/Lvl

100'

F

50)

Permanent Major Enchantment

1000 cu'

P

100'

F

  1. Type Vapor: Caster learns the various physical and chemical properties of all gasses in the target area. This also yields a +50 to Alchemy rolls involving gasses.
  2. Minor Enchanted Appearance: Caster can modify the appearance of all airs in the area of effect. Use of this spell can make smoky air look clear (though folks will still smell smoke, be coughing and suffering the ill effects of breathing in the smoke) or make clear air cloud up like fog.
  3. Minor Enchanted Substance: Caster can modify the appearance, smell and taste of all gasses in the area of effect. This spell can make smoky air look and smell clean (though folks will still suffer the ill effects of breathing in the smoke).
  4. Separate Vapors: Caster can separate the vapors in the area of effect into any component parts. The castor can control the concentration of all gasses in the area of effect and can change the concentrations at any time during the spell effect. Winds reduce the area of effect by half for every 10 mph of wind speed.
  5. Lesser Control Vapor: The caster can control the air flow of a specific vapor (or combination) in the area of effect. All such vapors will move as directed by the caster. The caster can change the concentration of the vapors as well. The speed at which the vapor may move is double the air speed if with the air flow, at 50í per round if perpendicular to the air flow, or at 25í per round if directly against the air flow. If the air flow is above 15 mph, then the vapor may not move against the air flow.
  6. Decrease Vapor: Caster temporarily "destroys" any portion of a vapor for the duration of this spell. The "destroyed" component is dormant in the area of effect for the duration of the spell. For example, all oxygen in the area of effect is "destroyed" causing fires to die out and people to gasp for breath. At the end of the duration, if objects are hot enough, then they will resume burning.
  7. Increase Vapor: Caster "creates" more of any portion of an existent vapor. The caster cannot create more oxygen, if none is present. The caster creates 50% more of the existent vapor.
  8. Minor Enchanted Density: Caster can modify the target vaporís density by +/-50% or 0.25 g/cm3 whichever is greater.
  9. Minor Enchanted Condensation Point: Caster can modify the target vaporís condensation point by +/-75% or 75 degrees centigrade whichever is greater.
  10. Minor Enchanted Kindling Point: Caster can modify the target vaporís kindling point by +/-75% or 75 degrees centigrade whichever is greater. If part or all of the vapor is burned while this spell is in effect, then that portion is permanently destroyed.
  11. Minor Enchantment: This spell allows the caster to modify any other minor trait of a vapor such as static charge and other traits not covered. This cannot make a vapor radioactive.
  12. Major Enchanted Appearance: As Minor Enchanted Appearance, but affects a greater volume and can make a vapor opaque.
  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. Greater Control Vapor: As Lesser Control Vapor, except for duration, area of effect and the speed at which the vapor may move is triple the air speed if with the air flow, at 100í per round if perpendicular to the air flow, or at 50í per round if directly against the air flow. If the air flow is above 25 mph, then the vapor may not move against the air flow.
  15. Minor Vapor Cross Enchantment: This spell allows the caster to use the next minor enchantment from this list to modify a liquid, gas, animal, or plant. The GM will have to monitor these effects an interpret the results. Enchanted Hardness may have little effect on a gas, but could be used to make tougher trees and so forth.
  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 vapor 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 vapor is no longer considered enchanted and is now a "normal" vapor that can be modified by more minor enchantment spells from this list.
  17. Create Vapor: Caster may recreate any vapor on which he has previously cast Type Vapor. The amount created is equivalent to the amount required for standard dispersion in a 10í cubic room. The vapor may be dispersed over a larger area for smaller concentrations.
  18. Major Enchanted Density: As Minor Enchanted Density, except for target volume and the caster can modify the density by +/-90% or 0.50g/cm3 whichever is greater.
  19. Major Enchanted Condensation Point: As Minor Enchanted Condensation 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 Kindling Point: As Minor Enchanted Kindling 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 Vapor Cross Enchantment: As Minor Vapor 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 gaseous, inanimate matter.

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

Note 3: No vapor 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 it is no longer considered to be "enchanted" or magical.

Note 5: The area of effect for this spell list is generally listed as a volume. The volume listed assumes ambient pressure. If pressure is increased for a given area, then more vapor will be affected. If pressure is reduced, then less vapor will be effected. Despite the chemistry-like nature of this list, the Arcane Alchemistís understanding of vapors is somewhat different than a chemistís.

Note 6: No vapor can have its density reduced into the negatives, but zero is possible.

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