Table of Contents
Matter Spells
Matter spells are used to alter the physical structure of matter by manipulating the arrangement of the constituent component particles that make up matter.
Analyze Matter
Use to examine a specific object. Gives the caster a thorough understanding of the object examined, and any similarly composed objects (assuming the composition is obviously AND actually the same)
Time to Cast | 30 seconds |
---|---|
Difficulty | 10 |
MP cost | 2 |
Power | |
Duration | |
Range | 2 meters |
Other | |
Prerequisite | Inspect Hidden Object |
Gassify
Converts any ONE specific type of matter (element, compound, material, etc.) into it's gaseous state.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 to convert from liquid, 10 to convert from solid |
Power | |
Duration | permanent |
Range | 10 meters |
Other | |
Prerequisite | Analyze Matter, Manipulate Heat |
Liquify
Converts any ONE specific type of matter (element, compound, material, etc.) into it's liquid state.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 to convert from solid or gas |
Power | |
Duration | permanent |
Range | 10 meters |
Other | |
Prerequisite | Analyze Matter, Manipulate Heat |
Solidify
Converts any ONE specific type of matter (element, compound, material, etc.) into it's solid state.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 to convert from liquid, 10 to convert from gas |
Power | |
Duration | permanent |
Range | 10 meters |
Other | |
Prerequisite | Analyze Matter, Manipulate Heat |
Plasmify
Converts any ONE specific type of matter (element, compound, material, etc.) into a gas-like state of free charged particles, such as ions. Unlike gases, plasmas may self-generate magnetic fields and electric currents, and respond strongly and collectively to electromagnetic forces.
Time to Cast | 2 seconds |
---|---|
Difficulty | 12 |
MP cost | 5 to convert from liquid, 10 to convert from solid |
Power | |
Duration | 5 minutes (then degrades to regular gas) |
Range | 10 meters |
Other | |
Prerequisite | Gassify, Alter Charge |
Plasma Shield
Creates a shield or wall of plasma around or in front of the caster. Caster must specify whether he desires a wall or a “bubble”. Values shown are for a bubble big enough to surround one person, or a 3 meter^2 wall. Multiply MP cost for larger surface area. Projectile weapons cannot penetrate plasma. Plasma weapons CAN penetrate plasma, but deal half damage. Plasma shields are vulnerable to charge lightning attack, lightning causes instability within the plasma and has a 30% chance of explosion.
Time to Cast | 2 seconds |
---|---|
Difficulty | 15 |
MP cost | 10 |
Power | |
Duration | 5 minutes |
Range | 3 meters |
Other | |
Prerequisite | Plasmify, Move Object |
Plasma Projectile
The caster essentially throws balls of plasma at an enemy. The plasma scorches and electrocutes the recipient for d6+4 damage.
Time to Cast | 2 seconds |
---|---|
Difficulty | 20 |
MP cost | 10 |
Power | deals d6+4 damage |
Duration | n/a |
Range | 30 meters |
Other | |
Prerequisite | Plasmify, Move Object |
Plasma Cutter
Creates a very high powered beam of plasma emanating from the caster's index finger (unless otherwise specified). If the finger moves, the beam moves too. The beam generates a very intense heat which can melt through pretty much anything. But, can only cut a short section at a time (5 seconds), then you will need to rest at least 1 minute.
Time to Cast | 10 seconds |
---|---|
Difficulty | 20 |
MP cost | 50 |
Power | |
Duration | 5 seconds |
Range | 3 meter max beam length |
Other | |
Prerequisite | Plasma Projectile AND either Current OR Telekinesis |
Allotrope
an allotrope is one of two or more different physical forms in which an element can exist. For example: graphite, charcoal, and diamond are all allotropes of carbon. Essentially, allotrope conversion is a specialized form (and simplest case) of Arrange Atoms or Arrange Molecules, therefore you automatically get Allotrope when you learn either one of those spells.
Time to Cast | 5 seconds |
---|---|
Difficulty | 5 |
MP cost | 10 |
Power | |
Duration | permanent, unless allotrope is considered unstable (at GM's discretion) |
Range | 2 meters |
Other | |
Prerequisite | Arrange Atoms or Arrange Molecules |
Arrange Molecules
Arrange molecules into a different configuration. Does not add or subtract any molecules. This is mostly useful as a prerequisite for a few interesting Space spells.
Time to Cast | 5 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 |
Power | |
Duration | permanent |
Range | 2 meters |
Other | |
Prerequisite | Analyze Matter, Loosen Space |
Arrange Atoms
Arrange atoms into different molecules. Suitable for forming or breaking down simple compounds. All required components must be present. The player may specify desired compound or may take their chances.
Essentially, can mimic any normal chemical reaction assuming the potential reagents are present within spell range. Can be used to kick-start and/or catalyze an already potential reaction. It is incumbent on the player to prove that a desired reaction is feasible within the game-play scenario.
Failed casts may result in unintended chemical reactions.
Time to Cast | 5 seconds |
---|---|
Difficulty | 20 |
MP cost | 10 |
Power | |
Duration | permanent |
Range | 2 meters |
Other | |
Prerequisite | Analyze Matter, Loosen Space |
Create Fuel
We are not creating matter here. You need an appropriate source material of approximately the same amount (by volume or mass). Simple flammable fuels that are relativity easy to create are demeon (dimethyl ether) or methanol, which can be converted from human or animal excrement, or any other available biomass.
Time to Cast | 5 seconds |
---|---|
Difficulty | 20 |
MP cost | 10 |
Power | |
Duration | |
Range | 2 meters |
Other | |
Prerequisite | Arrange Atoms |
Crystalize
Cause matter to form a crystal arrangement; that is, a solid in which the constituent atoms, molecules, or ions are packed in a regular order. Crystals will refract light to varying degrees and will shatter into sharp edged shards when smashed. Caster must specify source material.
Note that SOME elements can be crystalized using Liquify and Solidify, but Crystalize works on any matter.
Time to Cast | 3 seconds per pound of material |
---|---|
Difficulty | 10 |
MP cost | 5 per pound of material |
Power | |
Duration | permanent |
Range | 3 meters |
Other | |
Prerequisite | Arrange Molecules |
Crystal Shield
Creates a thin but tough crystal shell (with a handy handgrip). It will stop any kind of weapon, for a while, but will eventually shatter. It has 30 HP and takes half damage from sharp weapons, and normal damage from any other weapon type.
Time to Cast | 5 seconds |
---|---|
Difficulty | 10 |
MP cost | 2 |
Power | 30 HP |
Duration | permanent while its HP > 0 |
Range | contact |
Other | |
Prerequisite | Crystalize |
Crystal Bolt
Creates a sharp bolt of crystal that can be thrown (using knife-throwing or spear skill) or can be shot with a crossbow. Shatters on impact. Cannot be re-used, but can be created in advance and stored. Deals d4 damage if thrown, d6 if shot with crossbow.
Time to Cast | 1 second |
---|---|
Difficulty | 10 |
MP cost | 1 |
Power | d4 or d6 damage |
Duration | permanent until used |
Range | contact |
Other | |
Prerequisite | Crystalize |
Matter to Energy
Converts matter into energy (E=mc^2). Destroys matter by converting it to energy. The energy most likely takes the form of a VERY large explosion. Some of the initial energy is pumped into fueling the spell, so the MP cost is kept low.
Time to Cast | 1 second |
---|---|
Difficulty | 20 |
MP cost | 10 |
Power | |
Duration | |
Range | 10 m |
Other | |
Prerequisite | Arrange Atoms |
Energy to Matter
Converts energy into matter (E=mc^2). Creates matter by converting energy. Requires a LOT of energy - like maybe you can harness a large explosion? Additional energy must be used to control the energy fueling the spell, so the MP cost is high.
The MP does NOT supply the required fuel energy so you STILL need to supply a lot of energy somehow narratively aside from the spell cast. Additional spells are required to actually do something useful with the matter (like specifying its form, etc). The whole process is entirely at the discretion of the GM.
Time to Cast | 1 second |
---|---|
Difficulty | 20 |
MP cost | 50 |
Power | |
Duration | |
Range | 10 m |
Other | |
Prerequisite | Matter to Energy |
Convert Element
There are several approaches to elemental conversion, but all require a common body of knowledge which is encapsulated in this spell. Therefore each method is a sub-spell, but all are learned at once in a bundle with a combined total difficulty level of 30. The casting difficulties and magic points costs vary (see tables below)
The sub-spells are:
- Proton Binding - Add Proton, Remove Proton, Isotope
- Hydrogen Binding - Bind Hydrogen, Loose Hydrogen
- Alpha Decay
- Beta Decay
- Dematerialize
Ionize is also learned in this bundle, although it isn’t actually elemental conversion per se.
Time to Cast | 1 minute |
---|---|
Difficulty | 30 |
MP cost | varies per sub-spell; numbers shown are per lb of solid material or per gallon of liquid or gas |
Power | n/a |
Duration | permanent |
Range | 2 meters |
Other | |
Prerequisite | Arrange Atoms, Alter Charge |
Remove Proton
Perhaps the most intuitive form of elemental conversion is to drop from one element to the next lower element by number. (refer to the standard the periodic table of elements) (For example from N to C). This can be accomplished by simply getting rid of one proton from the source element. Highly explosive ionized Hydrogen isotopes will be formed as a byproduct of this type of conversion. If you don’t want an explosion, you can dump the extra protons to the beyond using “Banish Object”.
MP cost = 50
Add Proton
The opposite process can be used to add a proton and go up a number on the periodic table. This only works if you happen to have a lot of extra protons handy. (perhaps you previously stored some in the beyond?) Adding or removing protons from an atomic nucleus is very energy intensive.
MP cost = 50
A side effect of the proton binding method is that the target element will actually be an isotope because its neutron count will not match its proton count. Isotopes may be radioactive and therefore, repeat or extended exposure can cause burns and or disease.
Isotope
Isotopes can also be created directly, without elemental conversion, by adding or subtracting neutrons to a target. In the case of removing neutrons, the free neutron byproducts are themselves an ionizing radiation hazard.
MP cost = 50
Hydrogen Binding
Hydrogen Binding is similar to Proton Binding except that instead of only moving protons, you also move neutrons and electrons. This takes marginally more energy, but results in a slightly more stable byproduct of plain old hydrogen. It is flammable, but it won’t immediately explode, unless you are standing near an open flame. Also, hydrogen atoms can be attained by regular chemical processes or by Arrange Atoms.
MP cost = 55
Alpha Decay
Alpha Decay is similar to hydrogen binding, but is actually Helium Binding. The advantage to this technique is that it takes advantage of a natural lowering of stability, so that an element can be converted to an atomic number Lower by 2 elements, at a greatly reduced Magic Point cost. The byproduct is Helium, which is stable and not flammable. This method can be used for DECREASING atomic number only, not for Increasing atomic number.
MP cost = 35
Beta Decay
Beta Decay is the conversion between protons and neutrons. Therefore you can either increase or decrease in atomic number, but the target element will be an ionized isotope. This is only slightly less costly in terms of MP than Proton Binding
MP cost = 45
Energy Conversion
Use Matter to Energy Conversion to destroy protons, and any other necessary particles to form a stable target. This method can only decrease atomic number.
MP Cost = 10
Dematerialize
Dematerialize is accomplished by banishing the entire source matter, then bringing back only the correct particles to produce exactly the desired element. No undesired byproducts are produced. If you are meticulous recordkeeper, you can keep track of remaining materials in storage in the beyond for future use.
MP cost = 50, REQUIRES Banish Object and Retrieve Object be known.
Ionize
Ions are created by adding or removing electrons. Ionization greatly affects an atom's likelihood of bonding chemically with neighboring molecules. Thus an Ionization spell may result in a wide variety of unintended changes in state, solubility, corrosion, metalization, etc., often times resulting in objects turning to powder or gas.
MP cost = 15
Comparison of Convert Element methods
Method | MP Cost | Desc | Byproducts | Problem | Suggested Workaround | More Problems |
---|---|---|---|---|---|---|
Remove Proton | 50 | pull protons out to reduce atomic number | ionized Hydrogen isotopes | 90% chance of explosion | Banish Object | Target is radioactive. Avoid extended exposure or risk radiation sickness |
Add Proton | 50 | add protons to increase atomic number | Requires proton source | Retreive Object | Target is radioactive. Avoid extended exposure or risk radiation sickness. | |
Isotope | 50 | remove neutrons | ionized free neutrons | radioactive byproduct | Target and byproduct are both radioactive. Avoid extended exposure or risk radiation sickness. | |
Hydrogen Binding | 55 | remove or add Hydrogen atoms | Hydrogen | Flammable | Don't cast near a fire | |
Alpha Decay | 35 | removes Helium atoms | Helium | suitable for DECREASING atomic number only (by 2 elements) | ||
Beta Decay | 45 | converts between protons and neutrons | ionized isotopes | possible fire or explosion risk dependent on source and target elements | do your homework first | |
Energy Conversion | 10 | convert unwanted particles to energy | LOTS of energy | probably a huge explosion | deal with the energy somehow | suitable for DECREASING atomic number only. REQUIRES Matter to Energy |
Dematerialize | 50 | sends atomic soup into the beyond, then pulls back desired atoms | extra inventory in the beyond | REQUIRES Banish Object AND Retrieve Object | ||
Ionize | 15 | pulls electrons off atoms | Lightning | possible unintended side effects | do your homework or take your chances |
Explode Object
By manipulating an objects internal chemistry, you cause it to explode. This may be a fiery explosion, or a simple fragmentation with flying shrapnel. Either way, it's deadly.
Time to Cast | 3 seconds (major action) |
---|---|
Difficulty | 10 |
MP cost | 10 MP |
Power | deals d6 dmg for one round, to all targets within a 3 meter radius |
Duration | |
Range | 10 meters |
Other | |
Prerequisite | Convert Element |
Transmute
Once you know Convert Element, a lot of other stuff becomes possible. While Convert Element works at an elemental level, Transmute allows you to move up to the level or “regular stuff” like everyday compounds, mixtures, and “objects”. Transmute allows you to change anything, into any other thing. Here are a few examples of what can be accomplished with Transmute but by no means is this list exhaustive.
- Water to Wine (NOTE: “Fine Quality” wine requires Fold Time)
- Purify Water
- Rocks to Bread
- Bricks to Bombs
Note that Transmute can not be used on Animate Objects (living things). For that, you need Transmute Animate
Time to Cast | 10 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 MP per pound |
Power | |
Duration | |
Range | 3 meters |
Other | |
Prerequisite | Convert Element |
Transmute Animate
This more powerful version of Transmute allows you to change things to or from Living Things. Useful for such as:
- Sticks to Snakes
- Rocks to Eggs
- Monsters to Boulders
Time to Cast | 30 seconds |
---|---|
Difficulty | 20 |
MP cost | 5 MP per pound |
Power | |
Duration | |
Range | 3 meters |
Other | |
Prerequisite | Transmute, Heal Injury |
Copy
Allows you to make a copy of any inanimate object.
Time to Cast | 10 seconds |
---|---|
Difficulty | 10 |
MP cost | 5 MP per pound |
Power | |
Duration | |
Range | 3 meters |
Other | |
Prerequisite | Transmute AND some random source material |
Clone
Allows you to make a copy of any Animate object (Living thing). The clone behaves similar to original, with it's own will. It's not automatically your slave or anything.
Time to Cast | 30 seconds |
---|---|
Difficulty | 20 |
MP cost | 25 MP |
Power | |
Duration | |
Range | 3 meters |
Other | |
Prerequisite | Copy, Transmute Animate |
Spring
Create a spring by creating multiple unending copies of water molecules. Or instead of water, you could do some other type of molecules.
Time to Cast | 30 seconds |
---|---|
Difficulty | 20 |
MP cost | 25 MP |
Power | |
Duration | |
Range | 1 meter |
Other | |
Prerequisite | Copy |
Waterbreath
Creating a steady supply of oxygen allows you to breathe underwater. Can be cast on others within 3 meters.
Time to Cast | 5 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 MP |
Power | |
Duration | 10 minutes |
Range | 3 meters |
Other | |
Prerequisite | Copy |
Bottomless
Multiple unending copies. If cast onto a container containing an object, the container ALWAYS contains that object, even after you remove the object.
Time to Cast | 30 seconds |
---|---|
Difficulty | 20 |
MP cost | 25 MP |
Power | |
Duration | |
Range | 1 meter |
Other | |
Prerequisite | Copy |