06-07-2021, 01:15 PM | #11 | |
Join Date: Jun 2013
|
Re: Rain in the real world and GURPS MAGIC
Quote:
__________________
GURPS Overhaul |
|
06-07-2021, 02:29 PM | #12 |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: Rain in the real world and GURPS MAGIC
Just for fun, if we assume the spell is just sucking water vapor out of the air and not creating any, at standard temp and pressure at 50% humidity that 1 energy rain spell has made a cylinder of air 100 feet high and 220 feet (31m x 67m) in radius bone dry.
Water vapor would naturally diffuse into the drained area, but it's fun for illustrative purposes.
__________________
GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 06-07-2021 at 02:35 PM. |
06-07-2021, 03:10 PM | #13 | |
Join Date: Aug 2004
|
Re: Rain in the real world and GURPS MAGIC
Quote:
See page 13 of GURPS MAGIC for 4e, which discusses just that above, in its Box. The money phrase is "Represent Area spells on a battle map as follows: The area of effect of a spell cast over a one-yard radius is a single hex. The area of effect of a spell cast over a two-yard radius is a central hex and all adjacent hexes. The area of effect of a spell cast over a three yard radius is a central two-yard area of effect plus the ring of hexes adjacent to that." |
|
06-07-2021, 03:17 PM | #14 |
Join Date: Dec 2020
|
Re: Rain in the real world and GURPS MAGIC
That would be a good way to dry things to storage them longer. Many grains, and seeds not to mention meat etc , need to be dried to last long enough to make storage useful, and prevent mold and other problems.
What about a enclosed space , with a siphon at the bottom, fill it with goods, cast rain, let the water vanish via siphon and a valve and thatīs it. After a handfull of castings the goods should be bone dry, you only need some time between the castings. For bulk food stuff the energy ratio per meal would be nearly unbeatable. Same goes for changing fresh cut wood into seasoned firewood. |
06-07-2021, 03:55 PM | #15 | |
Join Date: Jan 2006
Location: Central Europe
|
Re: Rain in the real world and GURPS MAGIC
Quote:
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
06-07-2021, 04:37 PM | #16 |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: Rain in the real world and GURPS MAGIC
Rain clouds can be remarkably close to the ground, though I don't think they can actually touch it. Given that the NASA Vehicle Assembly Building, at 160 meters, could have its own weather including rain clouds, a minimum height of 100 yards might seem reasonable for the rain spell. This would also prevent it from being used in all but the largest caverns. A technique or variant that let you have rain at any arbitrary location for greater energy cost would be fitting.
While the penalties for a desert do imply that the water is coming from their air, it would be perfectly logical for the GM to rule it was a very slow, energy efficient summoning from the elemental planes.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
06-07-2021, 04:44 PM | #17 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: Rain in the real world and GURPS MAGIC
Quote:
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
06-07-2021, 05:42 PM | #18 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: Rain in the real world and GURPS MAGIC
Quote:
"The area of effect of a spell cast over a one-yard radius is a single hex. The area of effect of a spell cast over a two-yard radius is a central hex and all adjacent hexes. The area of effect of a spell cast over a three-yard radius is a central two-yard area of effect plus the ring of hexes adjacent to that." (sic) None of this changes the fact that the area covered depends on how the circle is placed on the hexagon. Bill Stoddard seems to be saying the circle is inside the hexagon ie A= 2 * √(3) * R^2 But the way both Magic 4e pg 13 and B239 are written implies the circle is outside the hexagon otherwise it wouldn't effect the entire hex. Yes, we know the inradius (center to side) is 0.5 yards but is that the radius of the spell's 1 hex area of effect or is it the circumradius (center to vertices)? If it is the later than that one hex spell is already spilling over into the neighboring hexes (but the amount is so small it can be ignored) and gives us a radius of effect of ~1.05 yards^2 (0.5 = √3/2 x a where a = R, or radius of 0.577) See Hexagon Calculator for more information on a hexagon than you really need. :-)
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
06-07-2021, 06:19 PM | #19 | |
Join Date: Jan 2006
Location: Central Europe
|
Re: Rain in the real world and GURPS MAGIC
I am pretty sure that the highest pre-1850 buildings (Western European cathedrals) are less than 100 metres/yards tall inside.
Quote:
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
06-07-2021, 06:29 PM | #20 |
Join Date: Feb 2008
Location: Portland, Oregon
|
Re: Rain in the real world and GURPS MAGIC
Hexes are a metagaming thing. Actual spells (were they really to exist) wouldn't care about imaginary hexes. Heck, I don't even really use hexes; I use actual distances (Your character has a Move of 5? Here is a piece of string 5" long. That's how far they can go.)
But that could be because I prefer squares on my battle maps anyway. Makes it easier to draw the terrain to scale. So, spells use circles as radius of effect, but they are represented on the hex-based battle mat as a hex surrounded by other hexes, as appropriate. In the case of area effect spells, Pi*R^2 (times the appropriate thickness, which is usually 2 yards, but that makes no sense in a weather context). Makes the math easier.
__________________
Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Bestiary of Plants. In a world of mana, plants evolved to use it as an energy source. It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
Tags |
create water, gurps magic, rain |
Thread Tools | |
Display Modes | |
|
|