From: | William Monroe Ashe <wma6617@*******.tamu.edu> |
---|---|
Subject: | Potions in Shadowrun |
Date: | Tue, 4 Jun 1996 11:45:57 -0500 (CDT) |
Here's a new thread for you clever people. I've noticed that SR-II doesn't
have any rules for creating or using magical potions (a-la Dungeons and
Dragons). Has anyone generated some house rules.
Off the top of my head this is what I have come up with;
A potion would be created using ritual magic (no whipping one up one
the spot).
First the magician would have to learn "Create Potion"
Create Potion; Physical,Manipulation
TN=force of the spell to be put into the potion
Drain=(f/2 +2)M
This spell allows the magician to create a potion. The
number of sucesses is how many DAYS the potion will be viable. When time
runs out the potion is useless. If no sucesses are generated or the magician
passes out due to drain the potion's raw materials are ruined and the whole
procedeure must start again. Note this spell can ONLY be cast in a
medicine lodge/hermetic circle of a rating equal to the force of spell
put into the potion.
Second the magician must spend 1000nY per force point to assemble
all of the required materials. This includes a suitable vessel to hold it.
The volume of potion is directly related to its force;
An F=6 potion = 4 liters
An F=5 potion = 2 liters
An F=4 potion = 1 liter
An F=3 potion = 1/2 liter
and so on
Note 1 the entire potion must be drunk or the potion is wasted
with no effect.
Note 2 It is NOT possible to make a large batch and part it out.
No selling bottles of enhanced reflexes F=3 by making a bathtub full.
Third the magician must create the potion in the M.L./H.circle by
STACKING the Create Potion spell with whatever spell is going into the
potion. If you pass out ... oh well them's the breaks.
Fourth; Bottoms up. The drinker will have the spell cast on
himself and will make the usual spell resistance test including magic
pool if desired.
Let me know what you think
Regards
Bill