Wednesday 4 January 2017

Sorcery: Earth Transmutation

Sorcery: Earth Transmutation

The Transmutation modifier for the Create advantage from GURPS Powers seems to allow only to transmute matter within categories of the same size. For example, both Earth and Metal are medium categories, and transmuting Earth to Metal, Earth to Earth, or Metal to Earth would be a +50% enhancement. After a short discussion on the GURPS Discord channel, I've been suggested to halve or double the modifier value for every size category between the products. For example, Earth is a medium category, and Water is a specific item, so the value gets halved twice, resulting in Transmute Earth to Water, +13%. Earth to Air was a difficult one - I had to look up some average density values and then calculate how much air will be produced.

Earth to Air
Keywords: None.
Full Cost: 6 points/level or 14 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

The basic (6 point/level) version of this spell allows you to turn earth or clay into breathable air. The improved version (14 points/level) also allows you to turn metal into breathable air. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The initial matter can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. This limits the volume of produced air as shown in the table below. 1 cubic foot of air is enough for one person to breathe for 1 minute.
Level
Mass
Sand (90 lbs./ft3)
Dirt/Clay (100 lbs./ft3)
Stone (140 lbs./ft3)
Iron (490 lbs./ft3)
1
10 lbs.
0.11 ft3
0.10 ft3
0.07 ft3
0.02 ft3
2
40 lbs.
0.44 ft3
0.40 ft3
0.29 ft3
0.08 ft3
3
90 lbs.
1.00 ft3
0.90 ft3
0.64 ft3
0.18 ft3
4
160 lbs.
1.78 ft3
1.60 ft3
1.14 ft3
0.33 ft3
5
250 lbs.
2.78 ft3
2.50 ft3
1.79 ft3
0.51 ft3
6
360 lbs.
4.00 ft3
3.60 ft3
2.57 ft3
0.73 ft3
7
490 lbs.
5.44 ft3
4.90 ft3
3.50 ft3
1.00 ft3
8
640 lbs.
7.11 ft3
6.40 ft3
4.57 ft3
1.31 ft3
9
810 lbs.
9.00 ft3
8.10 ft3
5.79 ft3
1.65 ft3
10
1000 lbs.
11.11 ft3
10.00 ft3
7.14 ft3
2.04 ft3
+1
=10*lvl2
=mass/density
Statistics: Create (Transmute Earth to Air, +40%; Transmutation Only, -100%; Magical, -10%) [6/level]. Improved version adds Transmute Metal to Air, +40% [+8/level].

Earth to Stone
Keywords: None.
Full Cost: 8 points/level or 18 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

The basic (8 point/level) version of this spell allows you to turn earth or clay into hard stone (but not gemstone). The improved version (18 points/level) also allows you to turn stone into simple metal like bronze or iron. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. This limits the weight of the matter being transformed.
If the product is worth more than what you started with, it’s unstable and will revert to its original form after 10 seconds unless you stabilize it with your character points – in which case point cost depends on the difference in value. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) The GM determines the cash value per pound of matter – a ton of iron costs more to stabilize than a ton of stone.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Create (Transmute Earth to Stone, +50%; Transmutation Only, -100%; Magical, -10%) [8/level]. Improved version adds Transmute Stone to Metal, +50% [+10/level].

Earth to Water
Keywords: None.
Full Cost: 14 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell allows you to turn earth or clay into mud or water. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Statistics: Create (Transmute Earth to Mud, +40%; Transmute Earth to Water, +40%; Transmutation Only, -100%; Magical, -10%) [14/level].
  
Stone to Earth
Keywords: None.
Full Cost: 6 points/level or 16 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

The basic (6 point/level) version of this spell allows you to turn any kind of stone (including gemstone) into simple earth. The spell must be cast on a whole stone or block, rather than a part of it. The improved version (16 points/level) also allows you to turn metal into stone (but not gemstone). To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. This limits the weight of the matter being transformed.
Statistics: Create (Accessibility, Must be cast on a whole stone or block, -10%; Transmute Stone to Earth, +50%; Transmutation Only, -100%; Magical, -10%) [6/level]. The improved version adds Transmute Metal to Stone, +50% [+10/level].


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