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Message no. 1
From: Gary Carroll <gary@****.COM>
Subject: Re: potions, alchemy.
Date: Wed, 19 Jul 1995 09:09:27 -0700
>>> What reason is there why you can't design a Treat Stun spell?
>>For game balance. If you design a Treat Stun spell, then you may
>>as well throw out the drain codes altogether, and say that mages
>>can cast any force spell they like, as often as they like.

>What's been playing in my head since this thread started is a spell
>that has an effect like a Stim Patch: it takes away Stun damage,
>but you get it back later on, say after a number of minutes equal
>to your successes?

I guess I don't see the point...
I don't like the idea of being able to counter stun damage.
*it's kind of like sitting in the tea-cup at disney-land
*if you spin for 5 minutes either your going to be dizzy
*or your not. If your dizzy there is no way to cure that but time.

>-Tim writes:
>We (My group and I) actually developed the following that deals
>with just such a thing. It started out as a way for the group's
>eagle shaman to develop Antidote's and Toxin's "on the fly" using
>the local flora and fauna, but developed into a natural, safe way
>for a mage to safely apply a stimulant.

Sounds good so far...

>We developed two new skills for magicians: Herbalism for shamans
>and Alchemy for hermetics.

Actually Herbalism is the knowledge of plants (flora & fauna)
and Alchmey is the knowledge of mixing them into elixers.
They should be two seperate skills and should be available to
both shaman & hermetic. If you plan on finding and getting
your own plants with certain properties you need herbalism.
If you want to use multiple plants/plant properties to gererate
another result you need Alchemy. (i.e. Plant A has a sedative
property, plant B can be a mild pain reliever plant C has an
appetite suppresant, but combined they make a very deadly toxin)
So... if you want to know about plant A, plant B, or plant C
you need to either buy them already labeled from a talismonger
or have herbalism. If you want to know if you combine them that
you can make a 8D toxin well that's Alchemy.

<example of making Antidote patch>
>The materials
>needed to make a natural, magical equivalent would be 75 NY.
>The shamans own essence (Karma) is involved in the creation of
>the concoction, so only he can activate their power. This is
>why complete magical concoctions are not available to buy.

Why make it so hard... Who wants to spend karma to make slap
patches.

>Once the mage has the materials, to create concoction an
>Herbalism/Alchemy roll is made against a TN equal to rating of
>drug desired. For Toxins use rating plus Wound Category (L=1,
>M=2, S=3, D=4).

Well you should make the TN# the same as healing (L=4,M=6,S=8,D)
then just allow a (-) modifier to TN# for either conditions or
pureness of supplies, or for formulas already designed.

>Mage must expend Karma equal to 1/10 of a Karma
>point for every level of rating (the antidote-6 above would cost
>6/10 of a Karma point). One success is sufficient to create the
>desired concoction, but Karma is expended even if no success is
>generated. Additional successes reduce time required. Base time
>is six hours divided by successes. Increase TN by +2 if
>substitute or non-organic ingredients are used. Fractional Karma
>points fade away after a day.

I think you should only have to spend karma if you are trying to
give it a magical property *like personal combat sense, or
danger sense, or levitate*

>Because of their magical nature,
>Stimulant Patches created this way can be used safely by a mage.

I just think for simulated stim patches from natural ingreadients
could be saftly make without magic. (make it take 5 minutes to kick
in and only last for a number of minutes = 2-5 x # of successes)

>These concoctions can be used on mundanes as well, but must be
>applied by the mage that created them. During application the
>mage suffers TN penalties as if sustaining a spell. GM
>discretion determines application time.

if your making potions make potions... your just imitating casting
by using herbs to hide it. If you spend karma to make it
split the # of successes for time and potency and function.
days, #of dice to get it to work, how well it works.

if your making potions you'll need the Enchant skill as well.

Hope this helps.
Thanks
Gary C.
Message no. 2
From: "S.F. Eley" <gt6877c@*****.GATECH.EDU>
Subject: Re: potions, alchemy.
Date: Thu, 20 Jul 1995 12:38:19 -0400
Gary Carroll writes:

> Tim writes:
> >We developed two new skills for magicians: Herbalism for shamans
> >and Alchemy for hermetics.
>
> Actually Herbalism is the knowledge of plants (flora & fauna)
> and Alchmey is the knowledge of mixing them into elixers.

Not unless you're inventing a new definition for the term. Historically,
alchemy is the art of transmutation and transformation -- turning one
substance into another, higher one. The "lead into gold" legend really
was the ultimate goal; they felt it could be done with the right catalyst
(the "Philosopher's Stone") and the right method of applying heat. Alchemy
manuscripts were all written in code, so much of what they did is a matter
of interpretation, but I've read a few books on ceremonial magick that
suggest that the transmutation of alchemy was _really_ a metaphor for the
transformation of the human soul, i.e. the "lead" of humanity becoming the
"gold" of transcendence and Divinity.

Herbalism is the knowledge of plants (flora) and how to use them for various
means, including mixing them into elixirs. Whether this is a magical act,
in the real world or in Shadowrun, is your own call to make. Fauna,
however, are animals.


> They should be two seperate skills and should be available to
> both shaman & hermetic. If you plan on finding and getting
> your own plants with certain properties you need herbalism.
> [ . . . ] If you want to know if you combine them that
> you can make a 8D toxin well that's Alchemy.

Read the Grimbook, it has definitions that contradict yours but that may
make some of this stuff a lot clearer. What you call "herbalism" is
referred to in the Grimoire as Talismongering, and it's a vital part of
any Enchanting process. Alchemy is also defined therein, as the process
of purifying compounds and transmuting them into magically active materials.
(This fits in with the historical definition as well.)

The Grimoire also specifically states that there's no such thing as a
magical potion, but that's an easy rule to change. I think you're right
in suggesting that the real question is, "Who would bother?" You may as
well just call it an anchored spell on an expendable liquid fetish. >8->


Blessings,

_TNX._

--
Stephen F. Eley (-) gt6877c@*****.gatech.edu )-( Student Pagan Community
http://wc62.residence.gatech.edu| "Suppose Euphoria is a state with
My opinions are my opinions. | 'n' cities..."
Please don't blame anyone else. | - Proof in CS 3158

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