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Message no. 1
From: Mike Bobroff <AirWisp@***.COM>
Subject: Making Magical Potions
Date: Mon, 3 Nov 1997 00:57:15 -0500
I think I figured out a way to make potions for Shadowrun.

My take is as follows ...

1. To make a potion requires a specifically made spell/enchantment design,
and if using a spell currently in the book, increasing the drain category by
1 to reflect the delaying in the casting of the spell (once the potion is
imbibed). This will also mean the acquisition of at least one unit of a rare
material for the creation of the potions, and as per standard enchanting
rules, the higher the 'force' of the potion, the potential for more rare
materials being needed.

2. To whip up the potion, the mage/ enchanter makes an enchanting test to
successfully create the potion. The base time to do this is the potion's
'force' in hours. At the end of the ritual, the enchanter then resists the
drain of the spell being made into a potion.

3. The potion will stay good for a number of days equal to the force of the
spell, though perhaps the use of a Preserve spell (GM discretion) this time
could be increased, though I would limit it to a number of additional days
equal to the force of the Preserve spell.

Enjoy,
Mike
Message no. 2
From: Tim Cooper <z-i-m@****.COM>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 03:17:40 EST
On Mon, 3 Nov 1997 00:57:15 -0500 Mike Bobroff <AirWisp@***.COM> writes:
>I think I figured out a way to make potions for Shadowrun.
>
>My take is as follows ...

[snip]

But, but..., you could do just about the same thing with currently
existing rules... Anchored spell, with Activation Link (drink contents)
and a temporal link for the duration.

~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
thereof, pretty much solve any issue of how to create traditional magic
items in SR?)
Message no. 3
From: AirWisp <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 05:37:55 EST
In a message dated 97-11-03 03:32:58 EST, you write:

> >My take is as follows ...
>
> [snip]
>
> But, but..., you could do just about the same thing with currently
> existing rules... Anchored spell, with Activation Link (drink contents)
> and a temporal link for the duration.

Now that is an idea, though my idea behind potions is that they are just
delayed released spells that are activated when drunk by someone. Though you
could have an anchoring that has an activation link based on someone drinking
something out of the bottle to say the least, it is not a true potion in the
least.

I was trying to find a way of understanding how the Anasazi make the
concoctions out of the CalFree State Sourcebook, as it is mentioned as
something that is not to be information to be handed out for anyone except for
the Anasazi medicine men/women.

As I put it the creation of the potions is not an easy thing. First the
potion must be designed, the materials collected, the ritual materials
acquired, a ritual performed, and then the 'enchanter' resists the drain.
This to me sounded like the process the Anasazi people would use to create
their potions.

> ~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
> thereof, pretty much solve any issue of how to create traditional magic
> items in SR?)

Yes, but there is always something else out there also.
Mike
Message no. 4
From: Justin Pinnow <vanyel@*******.NET>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 07:31:09 -0500
> From: Tim Cooper <z-i-m@****.COM>
> Date: Monday, November 03, 1997 3:17 AM

> On Mon, 3 Nov 1997 00:57:15 -0500 Mike Bobroff <AirWisp@***.COM> writes:
> >I think I figured out a way to make potions for Shadowrun.

> >My take is as follows ...

> [snip]

> But, but..., you could do just about the same thing with currently
> existing rules... Anchored spell, with Activation Link (drink contents)
> and a temporal link for the duration.

> ~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
> thereof, pretty much solve any issue of how to create traditional magic
> items in SR?)

I agree fully, Tim. Fetishes, Foci, and Anchorings are THE magic items of
the SR World. You can create tons of magic items with Anchorings. All you
need is an imagination. The rules in the Grimmy tell you how to make them,
but they don't give many examples. Don't fix it if it ain't broken.

Justin :)
Message no. 5
From: Justin Pinnow <vanyel@*******.NET>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 07:37:29 -0500
> From: AirWisp <AirWisp@***.COM>
> Date: Monday, November 03, 1997 5:37 AM

> In a message dated 97-11-03 03:32:58 EST, you write:

> > >My take is as follows ...

> > [snip]

> > But, but..., you could do just about the same thing with currently
> > existing rules... Anchored spell, with Activation Link (drink
contents)
> > and a temporal link for the duration.

> Now that is an idea, though my idea behind potions is that they are just
> delayed released spells that are activated when drunk by someone. Though
you
> could have an anchoring that has an activation link based on someone
drinking
> something out of the bottle to say the least, it is not a true potion in
the
> least.

Uh, why not? Sure it is a true potion. Who says liquid can't be
enchanted? Make some bad tasting liquid part of the enchantment, and voila
- you have a flask with some icky liquid in it that heals you (if you
follow the Anchoring rules, anyway). Now, how is that not a true potion?
You have to cast the spell on the item/liquid and then bond it with karma
to get the Anchoring. Thus, you are still casting the Heal spell and are
still enchanting the physical ingredients of the potion. Sounds pretty
true to me.

> I was trying to find a way of understanding how the Anasazi make the
> concoctions out of the CalFree State Sourcebook, as it is mentioned as
> something that is not to be information to be handed out for anyone
except for
> the Anasazi medicine men/women.

Sure, they may have different methods. Perhaps they are simply herbalists.
They are, however, an exception to the rule (if they are even that - they
could just be using traditional enchanting/Anchorings and being secretive
or exotic about it).
Don't design a whole system around an exception. Besides, there are rules
in place for magic items in SR already.

> As I put it the creation of the potions is not an easy thing. First the
> potion must be designed, the materials collected, the ritual materials
> acquired, a ritual performed, and then the 'enchanter' resists the drain.
> This to me sounded like the process the Anasazi people would use to
create
> their potions.

Perhaps it is. But you didn't mention the Anasazi people in your original
post, so you gave the impression that your method was how SR magic items
were created. You are seeing opposing posts because of this.

> > ~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
> > thereof, pretty much solve any issue of how to create traditional
magic
> > items in SR?)

> Yes, but there is always something else out there also.

Of course there is, Mike. Next time, make sure that you are clear about
making these an exception to the rules. That way, you are less likely to
have people tell you "why are you reinventing the wheel", etc.

> Mike

Justin :)
Message no. 6
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 08:17:31 +0000
> But, but..., you could do just about the same thing with currently
> existing rules... Anchored spell, with Activation Link (drink contents)
> and a temporal link for the duration.
>
> ~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
> thereof, pretty much solve any issue of how to create traditional magic
> items in SR?)

With some you have to make up your own derivatives....

For example, what we don't have is a link to activate/deactivate a
spell lock, thus no item that can be turned on/off can last forever,
it'd need to be recharged. Done mainly as a game balance deal as
as far as I can tell.

With the potion example, you have some sticky issues about what in
particular is the anchor, if it gets destroyed, and how it sustains
whatever spell effect.

But in essence, you are correct. I had created my own anchoring
rules in SR1, long before they arrived in Grimmy 2.

-=SwiftOne=-
Brett Borger
SwiftOne@***.edu
AAP Techie
Message no. 7
From: William Gallas <wgallas@*****.FR>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 14:24:47 +0100
>I agree fully, Tim. Fetishes, Foci, and Anchorings are THE magic items of
>the SR World. You can create tons of magic items with Anchorings. All you
>need is an imagination. The rules in the Grimmy tell you how to make them,
>but they don't give many examples. Don't fix it if it ain't broken.

Not quite true. These are the only magic items usual magicianq can create.
The Atlantean Foundation recovers old secrets covering other types of
enchantments.

>Justin :)

Cobra.

E-mail adress : wgallas@*****.fr
Quote : "You are who you know"
Message no. 8
From: "Jackson, Hank" <Hank.Jackson@*********.COM>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 09:13:31 -0500
Justin Pinnow wrote:
>>I agree fully, Tim. Fetishes, Foci, and Anchorings are THE magic
items of
>>the SR World. You can create tons of magic items with Anchorings.
All >>you
>>need is an imagination. The rules in the Grimmy tell you how to make
>>them,
>>but they don't give many examples. Don't fix it if it ain't broken.

This raises a question I've had for a while. I've looked in the Grimmy
and have not ever found a ruling as to whether an Anchoring is permanent
or not. As far as I can tell, all Anchorings are permanent and will
activate whenever the triggering condition is met (unless it is a time
condition). None of them are "one-shot" This makes them very powerful
IMO. I don't remember if they can be destroyed from Astral Space or
not. I will probably allow them to be able to be attacked IN MY GAME.
Please do not start another groundings thread. I'm already block
deleting the Physical Barriers thread.

Galen
Message no. 9
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 09:23:41 +0000
> This raises a question I've had for a while. I've looked in the Grimmy
> and have not ever found a ruling as to whether an Anchoring is permanent
> or not. As far as I can tell, all Anchorings are permanent and will
> activate whenever the triggering condition is met (unless it is a time
> condition). None of them are "one-shot" This makes them very powerful
> IMO. I don't remember if they can be destroyed from Astral Space or
> not. I will probably allow them to be able to be attacked IN MY GAME.
> Please do not start another groundings thread. I'm already block
> deleting the Physical Barriers thread.

NO. They are not permanent. Check out the duration of the
sustaining link. Instant spells that are placed in the anchor ARE
one-shots....the anchor is still valid and can be "recharged", but
the spell was cast....


Brett Borger
SwiftOne@***.edu
AAP Techie
Message no. 10
From: William Gallas <wgallas@*****.FR>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 15:23:51 +0100
>This raises a question I've had for a while. I've looked in the Grimmy
>and have not ever found a ruling as to whether an Anchoring is permanent
>or not.

It is and it is not. Enchanting and activation of the detection spell is
permanent but the spell triggered is not. Each time you use the anchored
object, you lose a part of the total duration.

>As far as I can tell, all Anchorings are permanent and will
>activate whenever the triggering condition is met (unless it is a time
>condition). None of them are "one-shot" This makes them very powerful
>IMO.

That's why its use is limited to initiates.

>I don't remember if they can be destroyed from Astral Space or
>not. I will probably allow them to be able to be attacked IN MY GAME.
>Please do not start another groundings thread. I'm already block
>deleting the Physical Barriers thread.

There's no grounding thread to fear. These items are physical and have a
magical aura similar to a focus or a spell lock so they can be grounded.

>Galen

Cobra.

E-mail adress : wgallas@*****.fr
Quote : "You are who you know"
Message no. 11
From: Barbie <barbie@**********.COM>
Subject: Re: Making Magical Potions
Date: Mon, 3 Nov 1997 17:46:06 -0500
At 03-Nov-97 wrote Jackson, Hank:



>This raises a question I've had for a while. I've looked in the Grimmy
>and have not ever found a ruling as to whether an Anchoring is permanent
>or not. As far as I can tell, all Anchorings are permanent and will
>activate whenever the triggering condition is met (unless it is a time
>condition). None of them are "one-shot"

The anchoring will last until the item or the link is destroyed.
But the spell that will be triggert by the link is a one-shot, after use
the spell is gone like a normal cast one.
Anchoring is merly a tool to let a spell go of if certain conditions are
met.

This makes them very powerful
>IMO. I don't remember if they can be destroyed from Astral Space or
>not. I will probably allow them to be able to be attacked IN MY GAME.
>Please do not start another groundings thread. I'm already block
>deleting the Physical Barriers thread.

They can be attacked from the astral, their rating is at halve value
before activation and at full when they becomme active.

--

Barbie
---------------------------------------------------------------
Evil Overlord advice #50:

My main computers will have their own special operating system
that will be completely incompatible with standard IBM and
Macintosh powerbooks.

http://www.amigaworld.com/barbie
FAQ keeper of SR_D, the german Shadowrun mailing list.
Amiga RC5 Team effort member.
---------------------------------------------------------------
Message no. 12
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Tue, 4 Nov 1997 01:55:25 -0500
In a message dated 97-11-03 19:17:45 EST, Justin wrote:

> > ~Tim (Is it just me, or do Anchoring and Quickening, or derivatieves
> > thereof, pretty much solve any issue of how to create traditional magic
> > items in SR?)
>
> I agree fully, Tim. Fetishes, Foci, and Anchorings are THE magic items of
> the SR World. You can create tons of magic items with Anchorings. All
you
> need is an imagination. The rules in the Grimmy tell you how to make
them,
> but they don't give many examples. Don't fix it if it ain't broken.

But do you ever wonder how the Anasazi make the concoctions/potions in
CalFree State? I was trying to see if I could find some way to understand
the process better. And besides, from every game I have ever played,
creating potions has always been a bit different than making an anchoring or
other more permanent enchantment.

Mike
Message no. 13
From: Justin Pinnow <vanyel@*******.NET>
Subject: Re: Making Magical Potions
Date: Tue, 4 Nov 1997 07:28:17 -0500
> From: Mike Bobroff <AirWisp@***.COM>
> Date: Tuesday, November 04, 1997 1:55 AM

> But do you ever wonder how the Anasazi make the concoctions/potions in
> CalFree State? I was trying to see if I could find some way to
understand
> the process better. And besides, from every game I have ever played,
> creating potions has always been a bit different than making an anchoring
or
> other more permanent enchantment.

*Sigh* How many times do we have to say it? Anchored spells ARE NOT
PERMANENT. They are used up and go away and have to be re-Anchored if you
want to use them again.

Thus, you can get that magical potion that can only be used once. If you
want another one, bring the flask back to your local talismonger and have
him find an enchanter to make you another one.

Again, if you want to do things differently for the Anasazi, fine. But you
CAN use Anchorings for pretty much all magical items you would ever desire
in SR. And the standard rules should be left alone, IMO. (Except for the
whole vagueness about grounding regarding them.)

> Mike

Justin :)
Message no. 14
From: "J. Keith Henry" <Ereskanti@***.COM>
Subject: Re: Making Magical Potions
Date: Tue, 4 Nov 1997 20:26:21 -0500
In a message dated 97-11-04 07:31:31 EST, vanyel@*******.NET writes:

> > But do you ever wonder how the Anasazi make the concoctions/potions in
> > CalFree State? I was trying to see if I could find some way to
> understand
> > the process better. And besides, from every game I have ever played,
> > creating potions has always been a bit different than making an
anchoring
> or
> > other more permanent enchantment.
>
> *Sigh* How many times do we have to say it? Anchored spells ARE NOT
> PERMANENT. They are used up and go away and have to be re-Anchored if you
> want to use them again.

Justin, the phrase "take a chill pill" comes to mind. Re-read Mike's
statement at the end..."more permanent enchantment." As in something more
durational than an Anchoring (who's time of usefullness varies according to
design).

> Thus, you can get that magical potion that can only be used once. If you
> want another one, bring the flask back to your local talismonger and have
> him find an enchanter to make you another one.

Oh yeah, give the Crafter's Union something to do with themselves, they will
be happy as Metabugs in a Sasquoi Rug!!!

> Again, if you want to do things differently for the Anasazi, fine. But
you
> CAN use Anchorings for pretty much all magical items you would ever desire
> in SR. And the standard rules should be left alone, IMO. (Except for the
> whole vagueness about grounding regarding them.)
> > Mike
> Justin :)

This much is true, but there are some things that are being worked towards.
Like magical weapons that work in the hands of a mundane (disregarding the
idea of a Flame Aura or similar magical alteration). Also, something that
doesn't require such triggers and is easily understood by anyone.

-K
Message no. 15
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Wed, 5 Nov 1997 03:08:39 -0500
In a message dated 97-11-04 02:37:43 EST, you write:

> This raises a question I've had for a while. I've looked in the Grimmy
> and have not ever found a ruling as to whether an Anchoring is permanent
> or not. As far as I can tell, all Anchorings are permanent and will
> activate whenever the triggering condition is met (unless it is a time
> condition). None of them are "one-shot" This makes them very powerful
> IMO. I don't remember if they can be destroyed from Astral Space or
> not. I will probably allow them to be able to be attacked IN MY GAME.
> Please do not start another groundings thread. I'm already block
> deleting the Physical Barriers thread.

Anchorings are only as permanent as the material that they are placed onto
... and they can be destroyed from the astral when the anchoring is active
...

Mike
Message no. 16
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Wed, 5 Nov 1997 12:33:02 -0500
In a message dated 97-11-04 04:28:29 EST, you write:

> >This raises a question I've had for a while. I've looked in the Grimmy
> >and have not ever found a ruling as to whether an Anchoring is permanent
> >or not. As far as I can tell, all Anchorings are permanent and will
> >activate whenever the triggering condition is met (unless it is a time
> >condition). None of them are "one-shot"
>
> The anchoring will last until the item or the link is destroyed.
> But the spell that will be triggert by the link is a one-shot, after use
> the spell is gone like a normal cast one.
> Anchoring is merly a tool to let a spell go of if certain conditions are
> met.

Okay, I am missing something here, why would a spell that has been anchored
to an object be considered 'one-shot'? Sorry if I don't get it ...

Mike
Message no. 17
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Wed, 5 Nov 1997 12:53:32 -0500
In a message dated 97-11-04 06:52:34 EST, Cobra wrote:

> >This raises a question I've had for a while. I've looked in the Grimmy
> >and have not ever found a ruling as to whether an Anchoring is permanent
> >or not.
>
> It is and it is not. Enchanting and activation of the detection spell is
> permanent but the spell triggered is not. Each time you use the anchored
> object, you lose a part of the total duration.

Okay, I am not as confused in this posting at least ... for those spells that
are sustained for as long as chosen, there is no deterioration in the
anchored spell ... and as for an anchored spell deteriorating to the point of
'burning itself' out of the anchoring I don't get it either ... from my
understanding, once a spell is anchored, the spell does not go away and never
needs to be recharged ... if I am wrong, can someone point out the paragraph
and page that mentions that an anchored spell deteriorates ...

Thanks,
Mike

Mike
Message no. 18
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Wed, 5 Nov 1997 12:55:17 -0500
In a message dated 97-11-04 07:31:49 EST, Justin writes:

> > But do you ever wonder how the Anasazi make the concoctions/potions in
> > CalFree State? I was trying to see if I could find some way to
understand
> > the process better. And besides, from every game I have ever played,
> > creating potions has always been a bit different than making an
anchoring or
> > other more permanent enchantment.
>
> *Sigh* How many times do we have to say it? Anchored spells ARE NOT
> PERMANENT. They are used up and go away and have to be re-Anchored if you
> want to use them again.

Okay, I just read the entire section on anchorings in the Griomoire, twice
over in fact, nowhere did I find anything about a spell being anchored
deteriorating at all anywhere.

> Thus, you can get that magical potion that can only be used once. If you
> want another one, bring the flask back to your local talismonger and have
> him find an enchanter to make you another one.

I agree this sounds like a wonderful option to go with, though how about this
... a spell is anchored to the beaker/whatever supposedly contains the potion
... the liquid inside is whatever the caster wants (like Kool Aid or Gatorade
or something along those lines) ... the activation link for the spell happens
to be the actual process of someone drinking from the bottle and the spell
ceases when the stopper is put back on (pulling the cat out of the bag ...
hehe) ...

But this is still not creating a one-shot potion ... though the idea
introduced in another posting, makes it sound like you could use spell-locks
to be a very good idea to use with making potions ... though it has it's
drawbacks also ...

> Again, if you want to do things differently for the Anasazi, fine. But
you
> CAN use Anchorings for pretty much all magical items you would ever desire
> in SR. And the standard rules should be left alone, IMO. (Except for the
> whole vagueness about grounding regarding them.)
>
> > Mike
>
> Justin :)

Justin, I just hope that we can keep this thread from getting into a flame
war ... if it is, I would like to apologize to everybody for starting one
then ...

Mike
Message no. 19
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Making Magical Potions
Date: Thu, 6 Nov 1997 13:26:57 -0500
At 12:55 PM 11/5/97 -0500, you wrote:
>In a message dated 97-11-04 07:31:49 EST, Justin writes:
>
>> > But do you ever wonder how the Anasazi make the concoctions/potions in
>> > CalFree State? I was trying to see if I could find some way to
>understand
>> > the process better. And besides, from every game I have ever played,
>> > creating potions has always been a bit different than making an
>anchoring or
>> > other more permanent enchantment.
>>
>> *Sigh* How many times do we have to say it? Anchored spells ARE NOT
>> PERMANENT. They are used up and go away and have to be re-Anchored if you
>> want to use them again.
>
>Okay, I just read the entire section on anchorings in the Griomoire, twice
>over in fact, nowhere did I find anything about a spell being anchored
>deteriorating at all anywhere.
>
It's somewhat hidden, but it is there.
Pg. 49 upper right:
"At the end of the designated time...the entire anchored spell's structure
unravels. The anchored spell can, however, be activated and deactivated
(per the requirements of those links) without restriction, except that the
total combined activation time cannot exceed the time specified by the
temporal link... Instant-duration spells cannot use the temporal link.
Once activated, they are expended."

this combined with, pg 47 "once an item or place has been prepared, it may
be used over and over again without additional karma cost," I think ends
any discussion on the subject. Anchored spells are only last as long as
the temporal link sustaining them, or they only activate once (though the
spell can be sustained by the magician after activation). Afterwards, the
spell unravels, but the object can still be used again.

--DT
Message no. 20
From: Tim Cooper <z-i-m@****.COM>
Subject: Re: Making Magical Potions
Date: Thu, 6 Nov 1997 21:41:09 EST
On Wed, 5 Nov 1997 12:53:32 -0500 Mike Bobroff <AirWisp@***.COM> writes:
>Okay, I am not as confused in this posting at least ... for those spells
that
>are sustained for as long as chosen, there is no deterioration in the
>anchored spell ... and as for an anchored spell deteriorating to the
point of
>'burning itself' out of the anchoring I don't get it either ... from my
>understanding, once a spell is anchored, the spell does not go away and
never
>needs to be recharged ... if I am wrong, can someone point out the
paragraph
>and page that mentions that an anchored spell deteriorates ...

Anchoring vs Quickening.

Quickening lets a spell function/be-sustained indefinately (pretty much
until it is either attacked/dispelled or the mana level drops, etc..).
The spell takes effect imediately. Example... Concrete Feather quickens
a bullet barrier to himself, it goes up the second he finishes and lasts
until the 500 sec-elementals have it for lunch.

Anchoring lets the caster put a bunch of conditionals into the spells
operation... when it will start (set time, or based on external
conditions), how long it will last, and even under what conditions it
will deactivate itself. Unlike a Quickening, the spell does NOT last for
ever, unless someone is actively sustaining it, it will only last as long
as the preset duration (an absolute, independent of starts and stops in
between), however the spells effects do not necessarily start
immediately. Example.. after getting out of the hospital, Concrete
Feather decides to try an Anchoring, he anchors Bullet Barrier to his
belt buckle, sets the total duration to 3 days, sets it up to trigger
when a detect bullet spell (which he will have to cast and sustain
independently.. or just lock or Quicken) detects a bullet, and to be
deactivated when he rubs the buckle... after all that (and a handfull of
karma) the result is a barrier that only goes up when he's sustaining a
Detect Bullet spell AND it picks up a bullet, then when he rubs his belt
buckle (usually after the bullets stop flying) the barrier drops.. he can
keep this up untill the barrier has been active for a total of 3 days
(which is a pretty long time given the durations of standard SR
fire-fights..)

That is, in a nutshell, the differences between Quickenings and
Anchorings (without all that bothersome karma, drain, and
how-tough-is-it-to-kill-in-astral-space junk)

~Tim
Message no. 21
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Fri, 7 Nov 1997 06:48:49 -0500
In a message dated 97-11-06 13:31:08 EST, you write:

> It's somewhat hidden, but it is there.
> Pg. 49 upper right:
> "At the end of the designated time...the entire anchored spell's structure
> unravels. The anchored spell can, however, be activated and deactivated
> (per the requirements of those links) without restriction, except that the
> total combined activation time cannot exceed the time specified by the
> temporal link... Instant-duration spells cannot use the temporal link.
> Once activated, they are expended."
>
> this combined with, pg 47 "once an item or place has been prepared, it may
> be used over and over again without additional karma cost," I think ends
> any discussion on the subject. Anchored spells are only last as long as
> the temporal link sustaining them, or they only activate once (though the
> spell can be sustained by the magician after activation). Afterwards, the
> spell unravels, but the object can still be used again.

Thank you,

Mike
Message no. 22
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: Making Magical Potions
Date: Fri, 7 Nov 1997 07:28:18 -0500
In a message dated 97-11-07 00:29:48 EST, you write:

> That is, in a nutshell, the differences between Quickenings and
> Anchorings (without all that bothersome karma, drain, and
> how-tough-is-it-to-kill-in-astral-space junk)
>
> ~Tim

Thank you, although I am still confused as hell ... I'm going to chat with
Keith about this and see if I can straighten myself out on this topic ...

Mike
Message no. 23
From: lucifer <lucifer@*******.COM>
Subject: Re: Making Magical Potions
Date: Fri, 7 Nov 1997 17:50:37 -0600
Mike Bobroff wrote:

> In a message dated 97-11-07 00:29:48 EST, you write:
>
> > That is, in a nutshell, the differences between Quickenings and
> > Anchorings (without all that bothersome karma, drain, and
> > how-tough-is-it-to-kill-in-astral-space junk)
> >
> > ~Tim
>
> Thank you, although I am still confused as hell ... I'm going to chat =
with
> Keith about this and see if I can straighten myself out on this topic =
...
>

Okay, real basic: You Quicken sustained spells and you Anchor instant spe=
lls.
I always find that the easy way to remember.

Lucifer
Prince of Darkness, Eater of Souls

"One owes respect to the living. To the Dead one owes
only Truth."--Voltaire

"When devils will the blackest sins put on, they
do suggest at first with heavenly shows."--Shakespeare,
from 'Othello'
Message no. 24
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Making Magical Potions
Date: Mon, 10 Nov 1997 20:02:06 -0500
At 05:50 PM 11/7/97 -0600, you wrote:
>Okay, real basic: You Quicken sustained spells and you Anchor instant spells.
>I always find that the easy way to remember.

Unless, of course, you want to anchor a sustained spell, which you can do
also. Personally, I find that anchorings are incredibly useful because
they are flexible. You can have an improved invisibility in there one day,
and a detect a-hole, flame bomb the next, without spending extra karma.
However, you can anchor instant spells, whereas you absolutely cannot
quicken them.

--DT
Message no. 25
From: lucifer <lucifer@*******.COM>
Subject: Re: Making Magical Potions
Date: Mon, 10 Nov 1997 20:28:15 -0600
Dave Thompson wrote:

> >Okay, real basic: You Quicken sustained spells and you Anchor instant =
spells.
> >I always find that the easy way to remember.
>
> Unless, of course, you want to anchor a sustained spell, which you can =
do
> also. Personally, I find that anchorings are incredibly useful because
> they are flexible. You can have an improved invisibility in there one =
day,
> and a detect a-hole, flame bomb the next, without spending extra karma.
> However, you can anchor instant spells, whereas you absolutely cannot
> quicken them.
>
Now I always thought that you anchored spells with a trigger to set them =
off.
Are you suggesting a trigger for a sustained spell? Interesting..........=
...

Lucifer
Prince of Darkness, Eater of Souls

"One owes respect to the living. To the Dead one owes
only Truth."--Voltaire

"When devils will the blackest sins put on, they
do suggest at first with heavenly shows."--Shakespeare,
from 'Othello'
Message no. 26
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Making Magical Potions
Date: Mon, 10 Nov 1997 21:13:19 -0500
At 08:28 PM 11/10/97 -0600, you wrote:
>Dave Thompson wrote:
>
>> >Okay, real basic: You Quicken sustained spells and you Anchor instant
spells.
>> >I always find that the easy way to remember.
>>
>> Unless, of course, you want to anchor a sustained spell, which you can do
>> also. Personally, I find that anchorings are incredibly useful because
>> they are flexible. You can have an improved invisibility in there one day,
>> and a detect a-hole, flame bomb the next, without spending extra karma.
>> However, you can anchor instant spells, whereas you absolutely cannot
>> quicken them.
>>
>Now I always thought that you anchored spells with a trigger to set them off.
>Are you suggesting a trigger for a sustained spell? Interesting.............
>
Sure, you don't have to trigger a spell with another spell. The trigger
can be something like when you think WHAMMO!, or when you touch the
anchoring, or pretty much anything like that, I think.
--DT
Message no. 27
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Making Magical Potions
Date: Tue, 11 Nov 1997 15:42:31 EST
> Now I always thought that you anchored spells with a trigger to set
> them off. Are you suggesting a trigger for a sustained spell?
> Interesting.............

Of course. The Sustain/Temporal link (I don't remember the exact
name) will sustain an anchored spell for a certain amount of time.
because of the nasty drain involved, it usually doesn't work for too
long, but it's great for permanent spells (heal) that require a base
time of being sustained. OThers prefer to have it last up to an hour
and recharge it when they can. (Who needs a weapon focus when for
less money and karma I can get this nifty flaming katana?)

Examples from my games:

Heal
Flaming Aura (I forget the exact name, from Awakenings)
Gecko Crawl
Bullet Barrier/Detect Bullet combo.
Mana Barrier (would have been better spell locked, but user was
mundane)

Invisibility, disregard, etc (for Mundane users)

The possbilities are endless, but my groups tend to ignore them.

-=SwiftOne=-
Message no. 28
From: Tim Cooper <z-i-m@****.COM>
Subject: Re: Making Magical Potions
Date: Tue, 11 Nov 1997 22:17:45 EST
On Mon, 10 Nov 1997 20:28:15 -0600 lucifer <lucifer@*******.COM> writes:

>Now I always thought that you anchored spells with a trigger to set them
off.
>Are you suggesting a trigger for a sustained spell?
>Interesting..........=

Pardon the expression but... "Well, Duh!" :)
That's what the activation, temporal and deactivation links are *for*.

~Tim
Message no. 29
From: lucifer <lucifer@*******.COM>
Subject: Re: Making Magical Potions
Date: Tue, 11 Nov 1997 23:06:50 -0600
Tim Cooper wrote:
> >Now I always thought that you anchored spells with a trigger to set =
them
> off.
> >Are you suggesting a trigger for a sustained spell?
> >Interesting..........=
>
> Pardon the expression but... "Well, Duh!" :)
> That's what the activation, temporal and deactivation links are *for*.
>
Alright smartass! ;-P Seriously though, I've just always found anchoring =
instants to
be, I don't know, a better investment. I guess I knew you could anchor =
sustained
spells, but it never came up in play (a least not with my mage ;->) so =
I shelved it in
my brain. I guess I'll remember better now!

Lucifer
Prince of Darkness, Eater of Souls

"One owes respect to the living. To the Dead one owes
only Truth."--Voltaire

"When devils will the blackest sins put on, they
do suggest at first with heavenly shows."--Shakespeare,
from 'Othello'

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