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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