[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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