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05-07-2017, 09:18 AM | #1 |
Join Date: Oct 2014
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Conjuring highly unstable compounds
So there are spells to conjure food, water and things like that.
So, why couldn't there be a spell to conjure something like Chlorine Trifluoride? How would such a spell work? |
05-07-2017, 09:31 AM | #2 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Conjuring highly unstable compounds
Dangerously. :)
More seriously, I see no reason why you couldn't research a spell that did that. Based on what I know of chlorine trifloride, it would do some amount of burning damage (with all the Incendiary modifiers), plus cyclical toxic damage, as it poisons you if it didn't burn you to death. For the energy cost, I'd put it at something like 2 or 3 energy per burning damage die, and just say it was creating relatively little ClF3 with each casting. |
05-07-2017, 10:14 AM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Conjuring highly unstable compounds
At what TL are you planning to come up with this? Chlorine was discovered in 1774, fluorine in 1810 (but not successfully isolated until 1886!), and chlorine trifluoride was first produced in 1930. That's historically TL5-6. At TL4 they didn't even have the concept of chlorine; the guy who isolated it called it "dephlogisticated muriatic acid air." I'm hesitant to think you can magically produce a substance you have no concept of.
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Bill Stoddard I don't think we're in Oz any more. |
05-07-2017, 03:11 PM | #4 | |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Conjuring highly unstable compounds
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Joseph Paul |
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05-07-2017, 03:24 PM | #5 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conjuring highly unstable compounds
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05-07-2017, 03:54 PM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Conjuring highly unstable compounds
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Bill Stoddard I don't think we're in Oz any more. |
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05-07-2017, 04:04 PM | #7 |
Join Date: Nov 2004
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Re: Conjuring highly unstable compounds
After all, there's no canonical GURPS setting where spell magic coexists with high technology where a spell like this might occur or anything.
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05-07-2017, 04:31 PM | #8 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Conjuring highly unstable compounds
I never said any such thing. What I did was to ASK the OP what setting they were envisioning, and what TL it was. If they're playing in Technomancer it's one thing, but if they're playing in Roma Arcana it's another.
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Bill Stoddard I don't think we're in Oz any more. |
05-07-2017, 04:20 PM | #9 |
Join Date: Jul 2008
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Re: Conjuring highly unstable compounds
Although whether this is a problem may depend on just how much creativity the magic itself brings to the exercise.
If you can, for instance, ask your magic to make a stone golem burn without telling it how, it might come up with Chlorine Trifluoride as the means. And after that you'd have a possibility for asking for more of the same. Spirit-assisted magic could produce that sort of thing pretty logically.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-07-2017, 04:27 PM | #10 |
Join Date: Mar 2008
Location: Austin, TX
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Re: Conjuring highly unstable compounds
I can imagine a tech-magic setting in which the cheapest way to get antimatter to power your starship is to conjure it magically.
I can also imagine a low-tech setting in which someone accidentally conjures up antimatter, because the GM and (hopefully) the players have decided to move on to a new campaign.
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