Tuesday, 7 March 2017

Sorcery: Food Spells II

Sorcery: Food Spells II

Some more food spells! This time most of the spells are based on Control, Create, and Snatcher. Create Food and Essential Food allows the caster to conjure food from thin air. Looking at the spells' costs it seems that only archmages will be able to create food. Distill and Water to Wine are useful for distillers, brewers, and alchemists. Preserve Food is good when your refrigerator is broken. Two months of duration is enough to earn money for a new one.

Create Food
Keywords: None.
Full Cost: 40 points for level 1 + 4 points/additional level.
Casting Roll: IQ or Cooking. Special casting time (see below).
Range: Touch.
Duration: Indefinite.

You can create any mundane food weighing 3 lbs. or less; it appears in your hand. Note that (e.g.) “a stew” would be a single object; you do not have to create all the ingredients separately!
Unlike most spells, Create Food requires 10 or 11 seconds to cast instead of the normal one or two seconds. If your roll fails, you create the wrong thing. The difference depends on your margin of failure; if you’re trying to conjure fried dumplings, failure by 1 might give you cooked dumplings, while failure by 5 would give you a piece of dough! If you fail, you can try again, but repeated attempts cost 3 FP (instead of the usual 1 FP) and take a cumulative -1 to the IQ roll, until you succeed or wait an hour.
A created object lasts indefinitely. That means, however, that if you want to cast this spell again, the first object goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, Sorcery, p. 8), you can keep multiple versions of Create Food “on” to get around that problem.
Higher levels of this spell allow you to create heavier, larger objects. However in no case can you create an object weighting more than 2xBL; it must always be something you could hold in one hand.
Spell Level
Weight
Min. ST
1
3 lbs.
3
2
5 lbs.
4
3
7 lbs.
5
4
10 lbs.
5
5
15 lbs.
7
6
20 lbs.
8
7
30 lbs.
9
8
50 lbs.
12
9
70 lbs.
14
10
100 lbs.
16
For higher levels, look up the spell level in the “Size” column of the Size and Speed/Range Table (p. B550) and then read the corresponding “Linear Measurement” as pounds instead of yards. (Or note that every +6 levels corresponds to 10x weight.) See p. B17 to find minimum ST.
Statistics: Snatcher (Accessibility, Only mundane food, -40%; Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Unpredictable, -25%) [40]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.


Distill
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: IQ or Professional Skill (Distiller).
Range: Touch.
Duration: Permanent.

Concentrates a liquid by removing water from it. This spell is mostly used to make strong alcoholic beverages, but alchemists also employ it for other purposes. To cast the spell, the caster touches the liquid he wishes to transform, takes a Concentrate maneuver and makes his casting roll. Success means he transforms it 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!
Transformation costs 1 FP per use.
The caster can transform an amount of liquid weighing 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.
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 (Accessibility, Only to concentrate, -25%; Transmute Alcoholic Beverage to Alcoholic Beverage, +50%; Transmutation Only, -100%; Magical, -10%; Variable, +5%) [4/level].

Essential Food
Keywords: None.
Full Cost: 80 points for level 1 + 4 points/additional level.
Casting Roll: IQ or Cooking. Special casting time (see below).
Range: Touch.
Duration: Indefinite.

You can create any mundane food weighing 3 lbs. or less; it appears in your hand. Note that (e.g.) “a stew” would be a single object; you do not have to create all the ingredients separately! After it is created, it immediately becomes Essential Food! It never spoils and is incredibly nutritious. Six meals of Essential Food weigh only a pound.
Unlike most spells, Essential Food requires 10 or 11 seconds to cast instead of the normal one or two seconds. If your roll fails, you create the wrong thing. The difference depends on your margin of failure; if you’re trying to conjure fried dumplings, failure by 1 might give you cooked dumplings, while failure by 5 would give you a piece of dough! If you fail, you can try again, but repeated attempts cost 3 FP (instead of the usual 1 FP) and take a cumulative -1 to the IQ roll, until you succeed or wait an hour.
A created object lasts indefinitely. That means, however, that if you want to cast this spell again, the first object goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, Sorcery, p. 8), you can keep multiple versions of Essential Food “on” to get around that problem.
Higher levels of this spell allow you to create heavier, larger objects. However in no case can you create an object weighting more than 2xBL; it must always be something you could hold in one hand.
Spell Level
Weight
Min. ST
1
3 lbs.
3
2
5 lbs.
4
3
7 lbs.
5
4
10 lbs.
5
5
15 lbs.
7
6
20 lbs.
8
7
30 lbs.
9
8
50 lbs.
12
9
70 lbs.
14
10
100 lbs.
16
For higher levels, look up the spell level in the “Size” column of the Size and Speed/Range Table (p. B550) and then read the corresponding “Linear Measurement” as pounds instead of yards. (Or note that every +6 levels corresponds to 10x weight.) See p. B17 to find minimum ST.

Statistics: Snatcher (Accessibility, Only mundane food, -40%; Cosmic, Essential, +50%; Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Unpredictable, -25%) [80]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

Preserve Food
Keywords: Area (Leveled).
Full Cost: 45 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: 100 yards.
Duration: Two months.

All food in the area ceases to spoil, decay, or otherwise become unusable. If the food is stored within a sealed container, the sorcerer’s casting roll is penalized by its DR as well as the normal range penalties.
To convert area of effect (in yards) to cubic yards, square the radius and multiply the result by 12.5. To convert to gallons, square the radius and multiply the result by 2,500 for liquids or 2,150 for powders.
Statistics: Affliction 1 (HT; Accessibility, Only on food, -40%; Advantage, Unaging, Variant, +150%; Area Effect, 2 yards, +50%; Extended Duration, 30,000x, +180%; Fixed Duration, +0%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [45]. Additional levels add Area Effect (+50%) [+5]. Note: The DR subtracting from the casting roll rather than forcing a resistance roll (as for Buff spells) is a special effect.
  
Water to Wine
Keywords: None.
Full Cost: 6 points/level.
Casting Roll: IQ or Professional Skill (Brewer).
Range: Touch.
Duration: Permanent.

This spell removes transforms water or other drinkable liquids into an appropriate alcoholic beverage. The nature of the resulting drink depends on the starting material. Water or grape juice becomes wine; fruit juices become “coolers.” To cast the spell, the caster touches the liquid he wishes to transform, takes a Concentrate maneuver and makes his casting roll. Success means he transforms it 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!
Transformation costs 1 FP per use.
The caster can transform an amount of liquid weighing 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.
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 (Accessibility, Only to transform into an appropriate beverage, -10%; Transmute Drinkable Liquid to Alcoholic Beverage, +50%; Transmutation Only, -100%; Magical, -10%) [6/level].

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