[PnP] Enhancement

Burton Choinski bchoinski at comcast.net
Fri May 22 19:24:58 CEST 2009


I would put any enhancement to be limited by the enhancement EL --  
Just because something may grant EL 6 immunity to something, that's  
the upper limit.  If you only enhance it with Enhancement EL 2, you  
only get EL2 immunity.

On May 22, 2009, at 12:15 PM, Schnockel wrote:

> Scott,
>
> IT's a GREAT way to limit characters.  When they can enhance  
> anything they find, and the enhanced items are SO powerful, and VERY  
> FEW limitations, it makes the magic users ultimate characters.  With  
> the limitations, of specific knowledge for each enahnced material,  
> then it gives magic users a reason to be careful, to seek out other  
> mages, and maybe even create adventures...i.e. you want, or you want  
> some party, to go find such and so magician that you have heard  
> rumor of his being able to enhance pickles... and you need that  
> recipe.
>
> That's also why I sent out the comments previously about enahnced  
> items...and putting more limits on them...because an enhanced item  
> made by a MEL1 idiot and a MEL25 master only differ in their  
> MDV...it's not enough difference.
>
> Here's what I worte earlier, just for refresher:
>
> I think that enhanced items are far too powerful for the measly  
> efforts put into creating them and far too common.  Not only that,  
> but a MEL20 wizard's enhanced items are no more powerful than is  
> that of a MEL1 apprentice.  This is just plain wrong.  So, here I  
> try to make the item descriptions match my personal sensibilities.
>
>
>
> ALSO.as per the rules.while there is but one enhancement spell, the  
> special knowledge for each item in this list must be individually  
> learned.  Without that knowledge, enhancement of an item is  
> automatically an abysmal failure. (Note: This will give you a reason  
> to seek out the secret formulas for such spells, and may even be the  
> reason for you to go, or are sent, on adventures.)
>
>
>
> Many enhanced items take time to create.  Those that require more  
> than a few mere seconds (phases) to create are considered  
> 'rituals'.  Those that require a ritual are identified as such.   
> Instead of the number of phases calculated using casting speed, use  
> instead HOURS (or Turns if so noted in the item description).  The  
> amount of mana is not changed, just the time.
>
>
>
> Also, many of these require resources that are readily available,  
> but not usually carried by the mage.  This is why a mage might have  
> a tower, maybe some greenhouses, storage rooms, laboratories, etc.   
> The description will show what mundane items might be needed.
>
>
>
> Finally.all of these variable amounts and effects are based on the  
> standard rolled magic items from the back of Book 4.  Those mostly  
> are MEL 2D6 and EL up to ? MEL.  Any constructive suggestions to  
> changes are welcome...I'm not wedded to these limitations, I just  
> threw them together as a first draft.  I eventually want to do the  
> same thing for all of the magic items created in Book Four, where an  
> expanded explanation of the creation of the items is developed.
>
>
>
> ADINGANTIDA - HERB - RITUAL
>
> A death poison.  In unenhanced form, it is Slow Death at BL2.   
> Enhanced, it is Immediate Death at BL=EL.  In both cases it must be  
> eaten to poison its victim.  This ritual requires the liver of a  
> poisoned creature to be dried and powdered, and sprinkled into the  
> herb.
>
>
>
> AGATE - GEM - RITUAL
>
> An unenhanced agate neutralizes snake and insect poison if success  
> at BL5 is rolled.  It has no effect on any other type of poison.  It  
> will never affect the poison of a supernatural force (i.e. a  
> creature with a Contact Level). Enhanced agate has the following  
> properties:
>
> A)    Increases the wearer's Eloquence by (ELx2)+5 to a maximum of  
> 15.  This requires a small brass brazier.
>
> B)     Starting at MEL5, adds EL/2 to the wearer's MDV when he is  
> attacked by any Storm Power.  This requires pulverized stone from a  
> fortress.
>
> C)    Starting at MEL7 the wearer has immunity=EL to all emotional  
> spells (i.e. Fear, Terror, Hatred, etc.).  This requires some dried  
> and powdered heart of a lion (not Desert Lion, however).
>
> D)    At MEL10 the agate can be used as a truth talisman.  When the  
> stone is swirled in water contained in a brass goblet a potion is  
> created.  This potion can last up to one hour in the cup.  The  
> person being tested drinks from the cup.  If he tells the truth,  
> nothing happens.  If he lies, he will have spasmodic fits and must  
> roll against a BL=EL Slow Death poison.  Both fits and poison last  
> for ELx2 turns.  This requires holly twigs.
>
> E)     The enhanced form no longer has any effect on ANY poison.
>
>
>
> If the person wearing the enhanced stone EVER lies, then the stone  
> will darken and become useless.
>
>
>
> AGRIMONY - HERB - TURNS
>
> Unenhanced agrimony must be eaten to affect a person.  When it is,  
> the Stamina of the eater is increased by 15 (for StB determination  
> ONLY.has no affect on actual St or HP) and his HC by 20 against any  
> form of Disease or Poison.  This effect lasts until the next natural  
> healing roll occurs, or some magic healing takes place, or death,  
> whichever may occur first.  This requires a trained Herbalist to  
> pick it correctly (Moderate difficulty roll vs. Herbalist skill).   
> The plant must be fresh to have any effect (lasts 2d10 days).   
> Enhanced Agrimony stays fresh until used.
>
>
>
> ALECTORIUS - CONCRETION - RITUAL
>
> A stone that is found (10% chance) in the brain of a rooster.  It  
> has no value in an unenhanced form.  The stone must be visible on  
> the wearer in order to be effective.  When it is enhanced, it has  
> the following attributes:
>
> A)    Any trained magic user (using other mana only from Casting  
> Ability) can use it for casting TWO mana points per day for any  
> purpose.  This requires something magically purified (dirt, earth,  
> wood, etc.).
>
> B)     At MEL 2 the wearer has EL immunity from anything he might  
> fear (i.e. his courage is unshakable unless confronted by a magical  
> influence). This requires some dried and powdered heart of a  
> domestic cat.
>
> C)    At MEL5 the wearer cannot suffer from thirst (he cans still  
> die from thirst but he will feel no discomfort in doing so).  This  
> requires some magically purified water.
>
> D)    At MEL7 the influence chance of the wearer is increased by EL  
> while the stone is worn.  This requires a small silver charm shaped  
> like a tongue (1SC).  The charm is consumed in the attempt to make  
> the item.
>
> E)     Starting at MEL10 the wearer's MDV is increased by EL/2 (RD)  
> to a maximum of FIVE against all forms of magic.  This requires the  
> use of a brazier.
>
>
>
> AMARANTH - PLANT - TURNS
>
> Amaranth seeds must be swallowed whole to have their effect.  One  
> seed per daily food point (rounded up) must be taken for the healing  
> effects to begin.  Unenhanced, the seeds increase Stamina by 20 and  
> HC by 10 when used to heal physical damage.  These increases only  
> affect the heal chance and StB for the next healing.  Enhanced seeds  
> add 20+(ELx2) to the Stamina and EL+10 to the HC.  The seeds must be  
> successfully picked by a trained Herbalist against a Moderate  
> difficulty roll or the enhancement spell fails abysmally.  The seeds  
> need not be fresh.  This requires dried and powdered human blood as  
> part of the spell or it automatically fails abysmally.
>
>
>
> AMBER - RESIN - RITUAL
>
> A person that wears a charm of unenhanced amber will have his HC  
> increased by 10.  In addition, if the amber is enhanced, the  
> following attributes will apply:
>
> A)    The wearer can see clearly in non-magical darkness up to  
> ELx2".  This requires lamp oil to be burned as part of the ritual.
>
> B)     The stone darkens when creatures that use poison, or use  
> disease powers, are within 4"+(ELx2") of the wearer.  If the person  
> is looking at the amber, then he can never be ambushed by creatures  
> of this type. Non-enhanced basil, dried and crushed, is sprinkled on  
> the stone during the ritual.
>
>
>
> AMETHYST - GEM - RITUAL
>
> The wearer of an unenhanced amethyst will require twice the normal  
> amount of liquor to become drunk.  If the amethyst is enhanced, it  
> has the following attributes:
>
> A)    The wearer cannot become drunk.  Fine wine or better is  
> required, and must have the alcohol boiled off.
>
> B)     At MEL6, if the stone is swirled in water contained in a  
> silver goblet, a potion is created that is a BL(EL+3) cure for any  
> Death poison. The potion created must be drunk within MEL turns or  
> its benefits are lost. Unenhanced balim must be sprinkled into the  
> potion.
>
> C)    At MEL8 it increases the wearer's Intelligence and Empathy by  
> EL/2 RU each.  This requires a small piece of paper from an  
> educational book or scroll to be burned in a brazier.
>
> D)    At MEL11 the wearer has an eidetic (i.e. photographic) memory  
> while he wears the stone.  He will not forget any detail about  
> anything that he feels important.  He will always forget anything  
> that does not strike him as being important at the time.  This  
> requires a small scrying (magnifying) crystal that permanently  
> clouds up in the attempt to make the item.
>
>
>
> ANEMONE - PLANT - TURNS
>
> The benefit of the flower is gained by inhaling the fragrance.  It  
> normally remains fragrant for 48 hours after being picked, if done  
> so by a trained Herbalist against a Moderate difficulty roll.  Its  
> effect increases Stamina by 10 and HC by 20.  Enhanced, and kept in  
> a pouch, it will remain fresh until exposed to fresh air or light.   
> Once so exposed, the flower will last MELx2 hours and cannot be  
> further stored.  There are no additive effects for repeated use of,  
> or exposure to, the flower.
>
>
>
> ANGELICA - PLANT - TURNS
>
> The entire plant must be dried, ground into powder, and mixed with  
> ONE quart of FINE wine.  The plant must be successfully picked by a  
> trained Herbalist against a Moderate difficulty roll or the  
> enhancement spell fails abysmally. Unenhanced, the potion created  
> will increase Stamina and HC by Herbalist (EL/2)-10 when defending  
> against the effects of Disease, Decay or Corruption (the Stamina  
> increase applies ONLY for the next healing roll).  Enhanced, the  
> plant adds MELx1D3 (to a maximum of 30) to the MDV of the user and  
> replaces MELx3 lost energy points (to a maximum of 30).  If the  
> potion is taken more than once per day, it acts as a BL8 Slow Death  
> poison.  In both cases, these effects last only until the next  
> healing roll is taken.  Per plant and quart mixed, eight doses of  
> potion are created.  The method of storage is not important but the  
> flavor of the potion is not like normal wine.  Sipping the wine  
> potion just to get the flavor of it does not count as a 'second'  
> dose !
> in a day.  The wine used for the enhanced version must be magically  
> purified.
>
>
>
> ANTIMONY - METAL - RITUAL
>
> The unenhanced metal has no special attributes.  Enhanced, it  
> increases the wearer's MDV against all demons and Chaos Magics by EL 
> +1, to a maximum of SIX.  It will operate as an EL Protection spell,  
> to a maximum EL of 5, aiding the wearer only, against any demon that  
> attacks.  This spell requires it to be cast in direct sunlight  
> during the summer solstice high noon.
>
>
>
>> Message: 1
>> Date: Fri, 22 May 2009 00:53:45 -0400
>> From: Scott Adams <longshot at darktech.org>
>> Subject: [PnP] Enhancement
>> To: The Powers and Perils Mailing List <pnp at abroere.xs4all.nl>
>> Message-ID: <200905220454.n4M4rx96056960 at mxdrop151.xs4all.nl>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>>
>> I'm surprised again by v2 and Richard...
>>
>> Read abelow especially the NOTE
>>
>>
>>
>> ENHANCEMENT
>>    This is used to enhance dead and inanimate material that has
>> natural magic value, as determined by the Referee or specified in
>> the Natural Magic section.
>>    Success brings out the enhanced value. Failure destroys 1/2
>> the material and does not bring out the enhanced value. Abysmal
>> Failure destroys all of the material. Material destroyed in this
>> way is destroyed only in the sense that it can never be enhanced.
>>    The amount of material the Caster can affect with one spell
>> depends on the type of material, as follows:
>> Plant derived or liquid
>> (EL+1)*2 doses
>> Gem, metal
>> 1 item
>> Other material
>> EL+1 doses (If it is consumed in use).
>> 1 item (If it is not consumed)
>>    Once material subjected to this spell has been enhanced it
>> is enhanced forever. A Dispel/Banish spell can eliminate the
>> enhancement. The material is destroyed, as specified above, when
>> this is done.
>>
>>
>> NOTE ? Enhancement is not possible without knowledge of the
>> specific enhancement rites for the material. This knowledge is
>> learned educationally. The Referee may allow the characters to
>> start with knowledge of the enhancement rites of 1D6 materials.
>> Shamans learn 2D6 rites in addition to knowledge of materials
>> they gain as detailed in Book One.
>> BMC
>> 6
>>
>> With that note.  It adds good balance to the spell.  Means a mage  
>> can't just enhance everything they find in the forest.  But my  
>> question is does one need a NEW enhancement spell to learn 1-6 more  
>> or how much is a "rite".  Can a mage go to a herbalist store and  
>> ask the rite for a Diamond from a old guy?  The cost isn't clear.
>> One might say a new spell is needed or a factor of the spell or  
>> just a simple Knowledge spell?
>>
>> Interesting to consider but not sure yet which way to go.  What do  
>> you guys think (especially Richard if your around?).
>
>
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