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  • Magic Potions

    The obvious way to do this would be with Hung Spell, the trigger event being the drinking of the potion. Is there any reason this wouldn't work?

  • #2
    So Hung Spell requires the Mage target to pay 1 Mana and keep the spell under their Spell Control until Hung Spell expires, where upon the spells start their normal Duration (whatever that may be). In this, Potions would require 1 Mage with Time 2 (for Hung Spell), 1 addition Mana, and Spell Control for as long as the potions last. It is unclear if the Mage can Relinquish the spells before their release (I would think so, but it can be argued no according to the text - "Hung Spell may entrap up to its Potency in spells, which remain in their caster’s spell control but do not take effect until Hung Spell is canceled or runs out of Duration"). If able to be Relinquished, then there is an additional 1 Willpower point (for unsafely) or dot (for safely) cost. Oh, and Hung Spell itself needs to be maintained in Spell Control or Relinquished.

    Possible? Yes. But potentially quite costly.


    Malkydel: "And the Machine dictated; let there be adequate illumination."
    Yossarian: "And lo, it was optimal."

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    • #3
      Clearly this approach is suboptimal. Other suggestions?

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      • #4
        Well, unsafely Relinquished spells aren't necessarily so bad, provided you don't have Durations long enough to run into them becoming unstable. Then, a potion requires, at minimum, 2 Mana, 2 Willpower, Time 2, Fate 2. The potion itself isn't likely to trigger Dissonance (being largely inert until triggered), and offers a way to grant magic to allies without needing to be present. You could cache them up too, provided the Durations on the Hung Spells are long enough.

        Other options might be a variant Prime Attainment, like Imbue Item, but capped at one spell replication instead of repeated.


        Hmm. You might be able to simplify the potion making process with an Imbued Item, actually. Make a "Potion Brewer's Alembic" with Hung Spell and the Conditional Duration Attainment (Time 2). With Time 3, you can set the Duration to a week without any Spell Factors, or go longer if you are willing (-6, and extra Reach, and an extra Mana will net you Indefinite Duration). You can even rent out its use to other Mages. As an Imbued Item, each Hung Spell does take up Spell Control.

        Not sure if you can rig another Imbued Item to provide the "payload" spell. Then you could start mass producing them, given a Mana supply.
        Last edited by Vent0; 09-03-2018, 11:11 PM.


        Malkydel: "And the Machine dictated; let there be adequate illumination."
        Yossarian: "And lo, it was optimal."

        Comment


        • #5
          Allegedly Signs of Sorcery will contain rules for limited-use Imbued Items at Prime 3.
          So consider it a single-use Imbued liquid that triggers upon being drunk.

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          • #6
            I'd just homerule a crafting system. Using the CofD base crafting rules, a bit of questing for yantras I-MEAN-"INGREDIENTS" and a clause that you have to be able to cast the spell you are making the potion for. Alternatively allow it to make spells you can't but each missing dot increases difficulty or successes required. I personally would also make it so the potion only casts spells ON the drinker (so no area effects), limits on durations/shelf life, and possibly a limit on the practices... like no making and unmaking effects.

            The key facets is that it needs to have a carrot, such as giving mages ways of getting spells they cannot cast, discretely, at the cost of convenience or spammability, it needs to not break the lore or be obviated by other solutions such as hung spells, and its usage should be stylish and fun (as crafting often is... for me at least)

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