Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-07-2017, 06:29 PM   #21
mr beer
 
Join Date: Mar 2013
Default Re: Conjuring highly unstable compounds

Quote:
Originally Posted by WaterAndWindSpirit View Post
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?
Player and GM agree on the effect of the substance created and then cost it accordingly. If it's damaging, standard magic costs x per dice of damage.

The main thing is that it needs to be in balance with other magic, so if a kilo of this stuff will reliably murder every living thing within 10 yards, then that's going to be too expensive to create for most mages.
mr beer is offline   Reply With Quote
Old 05-07-2017, 06:51 PM   #22
Dalillama
 
Dalillama's Avatar
 
Join Date: Nov 2004
Default Re: Conjuring highly unstable compounds

Quote:
Originally Posted by whswhs View Post
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.
The question was what the characteristics of a spell using the GURPS Magic rules that created CF3 would be. The answer is that it would probably be a /TL spell, or variant thereof; e.g. a 'Create Incindiary' spell, which creates the most reactive oxidiser available at that TL. Having established that it's a /TL effect, however, no further context is necessary for working out energy cost per unit produced.
Dalillama is online now   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:43 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.