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Kinetic Reality,
Arcane Alchemist base list

Copyright Rich Kirkland ©2001

Edited by Rich Kirkland for The Guild Companion

Kinetic Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Lesser Detect Kinetics

50'R

C

50'

I

2)

Kinetic Protection

1 target

1 min/lvl

10'

F

3)

Lesser Greased Wheel

20'R

10 min/lvl

10'

F

4)

Lesser Friction

20'R

10 min/lvl

10'

F

5)

Kinetic Conversion

20'R

10 min/lvl

10'

F

           

6)

Deflection

5'R

1 rnd/lvl

10'

F

7)

Capture Lesser Kinetic

20'R

10 min/lvl

10'

F

8)

Negate Lesser Kinetic

1 target

100'

F

9)

Stationary Target

1 target

1 rnd/lvl

100'

F

10)

Leser Kinetic Source

1 source

P

10'

F

           

11)

Kinetic Armor

1 target

1 min/lvl

10'

F

12)

Greater Greased Wheel

50'R

10 min/lvl

100'

F

13)

Greater Friction

50'R

10 min/lvl

100'

F

14)

Kinetic Fuel

1 cu ft

1 hour/lvl

10'

F

15)

Kinetic Cross Enchantment

Varies

--

10'

U

           

16)

Permanent Lesser Kinetic

1 spell

P

10'

U

17)

Capture Greater Kinetic

50'R

10 min/lvl

10'

F

18)

Negate Greater Kinetic

2 targets

C

200'

F

19)

Reflection

5'R

1 rnd/lvl

10'

F

20)

Greater Kinetic Source

1 source

P

10'

F

           

25)

Stasis

1 target

1 day/lvl

100'

F

30)

Permanent Greater Kinetics

1 spell

P

10'

U

50)

Acceleration

100'R

C

100'

F

  1. Detect Kinetics: Caster detects all sources of kinetic energy in the area of effect. Caster is aware of the type of kinetic (wind, gravity, creature, etc.) and intensity (weak to strong or slow to fast). This spell cannot pierce physical barriers such as walls. This spell can be used to located invisible creatures.
  2. Kinetic Protection: Target gains +10 to Defensive Bonus versus physical attacks including falls.
  3. Lesser Greased Wheel: Caster can increase the speed or efficiency of any kinetic by up to 25 percent. Machines operate 25 percent easier. Creatures move 25 percent faster and so on. This spell has no effect on combat, though missiles fired from the area of effect have 25 percent greater range. Caster could alternatively use this to increase the efficiency of gravity, this could cause birds to fall out of the sky, supports to break, or falls to be 25 percent more damaging.
  4. Lesser Friction: Caster can decrease the speed or efficiency of any kinetic by up to 25 percent. Machines operate 25 percent slower (possibly making it too difficult to operate). Creatures move 25 percent slower and so on. Missiles fired from the area of effect have 25 percent less range. Caster could alternatively use this to decrease the efficiency of gravity, this could allow chickens to fly, allow a rope to support 25 percent more weight, or falls to be 25 percent less damaging.
  5. Converted Force: Caster can manipulate all of the kinetic energy within the area of effect and transform one form of kinetic energy into another. For example, the wind movement could be converted to operate a machine (a windmill without the mill). This spell can also be used to move a captured kinetic force or source. Gravity cannot be manipulated by the use of this spell.
  6. Deflection Aura: Caster causes all physical missiles in the area of effect to be at –100. Has no effect on magical bolts.
  1. Capture Lesser Kinetic: Caster is able to contain a kinetic energy (wind, gravity, pressure, or even the movement of a creature). The caster contains the kinetic energy within a machine (in order to operate it) or else as a ball of kinetic energy – easily heard as a wooshing, but only seen as a slight distortion. The new kinetic source will remain where summoned (generally floating in the air, but not always). The source is equivalent to a lesser earth elemental in power, but has no sentience. It is just a ball of energy until moved by a Converted Force spell, which allows the caster to concentrate on the kinetic force and have it attack as a lesser earth elemental.
  2. Negate Lesser Kinetic: Caster may negate one kinetic force in the area of effect including gravity. The effect lasts only while the caster concentrates. This can prevent one creature from moving at all, stop a missile, or by negating gravity cause a creature to slowly float upwards (5’ per round). Alternatively, caster may destroy one captured kinetic force or kinetic source.
  3. Stationary Target: Target is totally unaffected by all forms of kinetic energy for the duration, but is also incapable of any form of movement. The target can only see what is directly in front of them and cannot speak. This makes the target immune to all physical attacks, gravity, and so forth. While the target is not affected by gravity, he will remain rooted to the ground – i.e. stationary in relation to the earth.
  4. Lesser Kinetic Source: As Capture Lesser Radiance, except the caster may make a kinetic source. The creation of a kinetic source requires 10 days of casting the same spell in the same place. The process requires 2 hours of time each day for the 10-day period.
  5. Kinetic Armor: As Kinetic Protection, except target receives a +25.
  6. Greater Greased Wheel: As Lesser Greased Wheel, except for area of effect, range and improves efficiency by 50 percent.
  7. Greater Friction: As Lesser Friction, except for area of effect, range and diminishes efficiency by 50 percent.
  1. Kinetic Fuel: Caster can convert matter into kinetic energy. Any 1 cubic foot of non-magic substance can be converted into any combination of kinetic energy. This spell can be used to propel the fuel with the strength of a catapult at a target (Lightning Bolt attack with Impact Criticals). Alternatively, the fuel could be used to propel a normally laden wagon at 2 HP for the duration. The substance will slowly be consumed over the duration of the spell as it is converted to the appropriate energy. If the spell is cancelled, then only a proportionate part of the substance is destroyed.
  2. Kinetic Cross Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects and interpret the results. The caster may determine the type of kinetic energy being used and through spell mastery may craft a desired result, but the GM will have final say. Once a particular effect has been successfully completed, it can be replicated at any time. For example, linking a kinetic source movement to a rock could make a rock that rolls around, a rock that hurls itself at enemies (miners?), or a rock that is +25 to siege engine attacks.
  3. Permanent Lesser Kinetics: This spell makes the next spell cast from this list that effects lesser kinetic to have a permanent duration. This spell and the enchantment must be cast for 24 days in a row. Each day, the target kinetic will be effected by the spell for 1 additional hour per day (starting with only one hour the first 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. This spell is not required to form permanent sources, but can be used to create permanent energy conversions such as wind to mechanical or lateral horsepower to vertical lift.
  4. Capture Greater Kinetic: As Capture Lesser Kinetic, except the kinetic energy is equivalent to a greater elemental.
  5. Negate Greater Kinetic: As Negate Lesser Kinetic, except may effect up to two targets, destroy two lesser kinetics, or can destroy a greater kinetic source.
  6. Reflection: As Deflection, except all missiles that enter the field and fail to strike the target, will be turned on the attacker and attack with a 50 OB.
  7. Greater Kinetic Source: As Lesser Kinetic Source, except the kinetic energy is equivalent to a greater elemental.
  1. Stasis: As Stationary Target, except target is also immune to the passage of time and the need for food and drink. For all intents and purposes, the target is frozen in time and will only awaken once the spell is canceled. The target will remember nothing of events that happened to or around him while in stasis. Target cannot be moved.
  1. Permanent Greater Kinetics: As Permanent Lesser Kinetics, except effects greater kinetic spells.
  1. Kinetic Control: Caster can selectively increase or decrease any and all kinetic energy in the area of effect by up to 75 percent.

 

Note 1: For this spell list "kinetic energy" refers to all forms of movement including: magnetism, gravity, mechanical, wind and so on. While some of these energy forms are not technically kinetic in nature, they have been classified by the Arcane Alchemists based on effects. In general, knowledge of kinetics should be limited by skill in physics.

Note 2: Many of the spell effects are open-ended and require interpretation. Don’t worry about doing a lot of math to work out energy conversions, just use what "seems" right at the time. If you convert the forward movement of a horse into upward movement, then just use a rule of thumb like one-quarter speed. Any discrepancy can be explained as being lost in the conversion.

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