Lording

"Lording" is the ability to

Limitations

The Limit of Life

Living beings appear only as shadow and mist in the Lords Dimension. Lording cannot affect living beings directly - they cannot be teleported, transmuted, bisected, or have the energy pulled out from within them. You can burn a living being by making the space around them very hot, but not by changing the creature's internal temperature. You can create a portal in space that people can move through, but you cannot simply move a person's molecules from one place to another, or create a portal within a living being.

The Limit of State

Lording can speed or slow time, but not move objects or information from one time to another. No use of Lording will break causality or allow time travel.

The Limit of Vision

Using the Lording requires sensing the area you will effect. Literal vision isn't strictly necessary: precise hearing, vibrational senses, radar senses, even an exceptional sense of smell could let one sense well enough to extend the Lording. Sensing through an electronic aid such as a camera or microphone doesn't work.

Powers

The Power of Transfer

Lording can move energy from one place to another.

The Power of Change

Lording can transmute elements and alter compounds.

The Power of Warp

Lording can bend spacetime, creating pockets of slow or fast time, stretching or squeezing space, or creating tesseracts.

Transmutation

Transmutations which yield lighter elements and gasses (Lithium, Hydrogen, Helium, Oxygen, Neon) have a Complexity of 10/5, cost 10 Spell Points to cast, and the spell takes 3 XP to learn.

Transmutations which yield heavy gases and light metals (Chlorine, Argon, Aluminum, Sodium, Magnesium) have a Complexity of 16/8, cost 20 Spell Points to cast, and the spell takes 6 XP to learn.

Transmutations which yield ordinary metals (Iron, Titanium, Cobalt) have a Complexity of 20/10, cost 30 Spell Points to cast, and the spell takes 9 XP to learn.

Transmutations which yield heavy metals (Silver, Gold, Platinum, Cesium) have a Complexity of 30/ 15, cost 60 Spell Points to cast, and the spell takes 12 XP to learn.

Transmutations which yield superheavy elements (Uranium, Xenite, Neutronium) have a Complexity of 50/25, cost 100 Spell Points to cast, and the spell takes 15 XP to learn.

Some materials have other qualities which make them difficult to transmute to. If your result is a simple molecule (like water), or is naturally radioac- tive, add +10/+5 to Complexity, +10 to SP cost, and +3 to XP cost.

Difficult compounds can double this modifier (in the case of durasteel, reinforced concrete, wood, most stones, and wine) or even triple it for the very complex (for such materials as Layered Actonite, Tri-fuse, and computer chips). Such end results may require a high skill level pertaining to the end result, at the GM’s discretion. For example, creating a com- plex chemical compound would probably require the Chemistry skill.

This modifier will also apply if your spell has a very complex starting point (such as the infamous Transmute Heavy Battle Armor to Nitrogen), or if your subject undergoes a significant change in energy (such as changing steam into ice). Ordinarily, however, you only apply modifiers which pertain to your end result.

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