PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 1, 2019 14:24:41 GMT
(Using this www.southamptonweather.co.uk/huminline.php as a rough guideline) Name: Conjure Water Range: 3m Casting Time: 1 min MP Cost: 2 Duration: Instantaneous You target an area of air (at least one cubic metre) and suck the water out of it. In most cases you can gather 20ml of water, but you may get less (or none at all) if the air is too dry or too cold (GM's discretion). You can cast this directly into a container to gather the water, otherwise the water gets gathered in the air and then falls to the ground. Note that if the air is dirty/polluted, then so will the water be. (I'm thinking of this having an extra 2 branches; the second branch being able to gather 50ml and the third 100ml.)
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Feb 2, 2019 19:02:27 GMT
Why not have it suck all of the air in range? A 3m hemisphere is about 56.5 cubic meters. That equals 1130ml if we assume 20 grams/cubic meter, but we could just assume some inefficiency/rounding and call it a liter.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 2, 2019 20:10:07 GMT
Thought about it, but figured since Logan wants super low powered things I would start off with something small and then work up if it wasn't enough.
Assuming you cast this version of the spell 5 times, you would get 100 mL, which is kind of enough to keep you from being dehydrated for a little while. Of course I'm more than happy to increase the amount if you guys think it's not enough.
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Post by logan9a on Feb 2, 2019 22:16:34 GMT
I don't want to have any 'something from basically nothing' spells.
List of stuff (thus far) to be avoided:
Gaseous Form (way too much power to abuse it unless we can find easy ways to kill the shit out of people while they are in gaseous form - also, the players could just ‘ooze through’ obstacles.
Ghost Form - we already have a Matrix power by that name and it is very expensive. Let’s not have any spells which do this.
Also note - none of the spells 'step on' skills. Lockpicking? There is a skill - that's why there is no 'magic unlock' spell.
Straight up creation (something from nothing) or destruction (poof - shit is gone).
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 3, 2019 12:42:52 GMT
Got it.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Feb 3, 2019 18:52:57 GMT
I mean, I understand not creating stone/wood/metal/whatever "out of thin air". But this is just condensing the water that is already there. So "Conjure Water" is a misnomer.
Also it might set off an alarm anywhere with a humidity sensor, as it would appear to be malfunctioning when the humidity drops to zero all of a sudden.
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Post by logan9a on Feb 3, 2019 19:03:57 GMT
The effect is still a 'something from nothing' pretty much.
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Post by docfullton on Feb 11, 2019 17:00:50 GMT
Name: Conjure Water Range: touch Casting Time: 1 min MP Cost: 4 Duration: 1 min spell component: pipe, tube, ect...
Upon casting the spell you insert the tube into the ground and it makes a small fountain for a minute that will fill a canteen (small bottle).
I know that you don't want to make from nothing... but does the spell component make it more "involved" enough to say that you are tapping the earth for a water source... could even kill some nearby vegitation... ? was a thought.
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Post by logan9a on Feb 11, 2019 17:10:56 GMT
It's better... Hum...
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 11, 2019 17:36:20 GMT
I like that personally. It also means you would need to find an appropriate piece of land. Using this in the Desert… Probably not going to work, unless the GM is feeling generous and offers you a Luck roll at a quarter or something. Perhaps even make every attempt have a default luck roll? Unless the player takes the time to properly survey the area for possible water sources.
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Post by logan9a on Feb 11, 2019 17:40:26 GMT
I like adding in the luck roll. Maybe also a geography roll for the most likely spot. Spells that use other (non spell) skills are great.
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