This document describes a spellcasting system involving the manipulation of vapors. It lists 19 vapor spells of increasing level, from Type Vapor (level 1) to Major Enchanted Condensation Point (level 19). The spells allow the caster to learn vapor properties, modify vapor appearances and qualities, control vapor movement and concentrations, and permanently alter vapors. Higher level spells impact larger volumes and allow for greater modification of vapor densities, condensation points, and other traits.
This document describes a spellcasting system involving the manipulation of vapors. It lists 19 vapor spells of increasing level, from Type Vapor (level 1) to Major Enchanted Condensation Point (level 19). The spells allow the caster to learn vapor properties, modify vapor appearances and qualities, control vapor movement and concentrations, and permanently alter vapors. Higher level spells impact larger volumes and allow for greater modification of vapor densities, condensation points, and other traits.
This document describes a spellcasting system involving the manipulation of vapors. It lists 19 vapor spells of increasing level, from Type Vapor (level 1) to Major Enchanted Condensation Point (level 19). The spells allow the caster to learn vapor properties, modify vapor appearances and qualities, control vapor movement and concentrations, and permanently alter vapors. Higher level spells impact larger volumes and allow for greater modification of vapor densities, condensation points, and other traits.
1 Type Vapor 100 cu' P 10' I Caster learns the various physical and chemical properties of all gasses in the target area. This also yields a +50 to Alchemy rolls involving gasses. 2 Minor Enchanted 100 cu' 10 min/lvl Self F Caster can modify the appearance of all airs in the area of Appearance effect. Use of this spell can make smoky air look clear (though folks will still smell smoke, be coughing and suffering the ill effects of breathing in the smoke) or make clear air cloud up like fog. 3 Minor Enchanted 100 cu' 10 min/lvl 10' F Caster can modify the appearance, smell and taste of all gasses Substance in the area of effect. This spell can make smoky air look and smell clean (though folks will still suffer the ill effects of breathing in the smoke). 4 Separate Vapors 100 cu' 10 min/lvl 10' F Caster can separate the vapors in the area of effect into any component parts. The castor can control the concentration of all gasses in the area of effect and can change the concentrations at any time during the spell effect. Winds reduce the area of effect by half for every 10 mph of wind speed. 5 Lesser Control 100 cu' 1 min/lvl 10' F The caster can control the air flow of a specific vapor (or Vapor combination) in the area of effect. All such vapors will move as directed by the caster. The caster can change the concentration of the vapors as well. The speed at which the vapor may move is double the air speed if with the air flow, at 50’ per round if perpendicular to the air flow, or at 25’ per round if directly against the air flow. If the air flow is above 15 mph, then the vapor may not move against the air flow. 6 Decrease Vapor 100 cu' 10 min/lvl 10' F Caster temporarily "destroys" any portion of a vapor for the duration of this spell. The "destroyed" component is dormant in the area of effect for the duration of the spell. For example, all oxygen in the area of effect is "destroyed" causing fires to die out and people to gasp for breath. At the end of the duration, if objects are hot enough, then they will resume burning. 7 Increase Vapor 100 cu' 10 min/lvl 10' F Caster "creates" more of any portion of an existent vapor. The caster cannot create more oxygen, if none is present. The caster creates 50% more of the existent vapor. 8 Minor Enchanted 100 cu' 10 min/lvl 10' F Caster can modify the target vapor’s density by +/-50% or 0.25 Density g/cm3 whichever is greater. 9 Minor Enchanted 100 cu' 10 min/lvl 10' F Caster can modify the target vapor’s condensation point by +/- Condensation 75% or 75 degrees centigrade whichever is greater. Point 10 Minor Enchanted 100 cu' 10 min/lvl 10' F Caster can modify the target vapor’s kindling point by +/-75% Kindling Point or 75 degrees centigrade whichever is greater. If part or all of the vapor is burned while this spell is in effect, then that portion is permanently destroyed. 11 Minor 100 cu' 10 min/lvl 10' F This spell allows the caster to modify any other minor trait of a Enchantment vapor such as static charge and other traits not covered. This cannot make a vapor radioactive. 12 Major Enchanted 1000 cu' 10 min/lvl 10' F As Minor Enchanted Appearance, but affects a greater volume Appearance and can make a vapor opaque. 13 Major Enchanted 1000 cu' 10 min/lvl 10' F As Minor Enchanted Substance, but affects a greater volume Substance and can make variable qualities (it smells like oranges at one temperature, and smells like a wet dog at another temperature). 14 Greater Control 100 cu' 5 min/lvl 10' F As Lesser Control Vapor, except for duration, area of effect and Vapor the speed at which the vapor may move is triple the air speed if with the air flow, at 100’ per round if perpendicular to the air flow, or at 50’ per round if directly against the air flow. If the air flow is above 25 mph, then the vapor may not move against the air flow. 15 Minor Vapor Varies - 10' F This spell allows the caster to use the next minor enchantment Cross from this list to modify a liquid, gas, animal, or plant. The GM Enchantment will have to monitor these effects an interpret the results. Enchanted Hardness may have little effect on a gas, but could be used to make tougher trees and so forth. 16 Permanent Minor 1 Spell Varies 10' F This spell makes a minor enchantment from this list to have a Enchantment permanent duration. This spell must be cast prior to the enchantment for 24 days in a row. Each day, the target vapor will be effected by the spell for 1 additional hour per 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. When this happens the vapor is no longer considered enchanted and is now a "normal" vapor that can be modified by more minor enchantment spells from this list. 17 Create Vapor 1000 cu' 10 min/lvl 100' F Caster may recreate any vapor on which he has previously cast Type Vapor. The amount created is equivalent to the amount required for standard dispersion in a 10’ cubic room. The vapor may be dispersed over a larger area for smaller concentrations. 18 Major Enchanted 1000 cu' 10 min/lvl 100' F As Minor Enchanted Density, except for target volume and the Density caster can modify the density by +/-90% or 0.50g/cm3 whichever is greater. 19 Major Enchanted 1000 cu' 10 min/lvl 100' F As Minor Enchanted Condensation Point, except for target Condensation volume and the caster can modify the melting point by +/-90% Point or 100 degrees centigrade whichever is greater 20 Major Enchanted 1000 cu' 10 min/lvl 100' F As Minor Enchanted Kindling Point, except for target volume Kindling Point and the caster can modify the kindling point by +/-90% or 100 degrees centigrade whichever is greater. 25 Major 1000 cu' 10 min/lvl 100' F As Minor Enchantment, except for target volume and the caster Enchantment can also modify radioactivity. 30 Major Vapor Varies 10 min/lvl 100' F As Minor Vapor Cross Enchantment, except the caster can Cross modify Major Enchantments. Enchantment 50 Permanent Major 1000 cu' P 100' F As Permanent Minor Enchantment except it can be used on Enchantment Major Enchantments. Note: The spells on this list only work on gaseous, inanimate matter. Magic vapors resist these spells at +10 to +75 depending on their power level. No vapor may be affected by more than one enchantment spell at a time. Once an enchantment becomes permanent, then the transmutation of the substance is complete and it is no longer considered to be "enchanted" or magical. The area of effect for this spell list is generally listed as a volume. The volume listed assumes ambient pressure. If pressure is increased for a given area, then more vapor will be affected. If pressure is reduced, then less vapor will be effected. Despite the chemistry-like nature of this list, the Arcane Alchemist’s understanding of vapors is somewhat different than a chemist’s. No vapor can have its density reduced into the negatives, but zero is possible.