Subject[dq-announce] Waters of healing and Strength
FromStephen Martin
DateMon, 10 Aug 2009 15:02:32 +1200 (NZST)
Changes to the effects proposed for voting into the rules as a minor change at the September 2009
GMs Meeting.

Summary:
WoH
    Explicitly defining the way the two effects work as Cure venom if any, otherwise heal.
    Being explicit that when healing, it heals EN then FT.
    Target changed to match WoS

WoS
    Reworded for consistency with Waters of Healing, not intended to make any change to the effects.

NB only the modified attributes are listed below, BC, EM, etc. are all unchanged.

Cheers, Stephen.

-------------------------------
Waters of Healing (S-11)

Target: Pint of water
Effects: The Adept can turn 1 pint of water into a half pint healing potion.

This potion will immediately neutralise the effects of any venom, plus it will cure 1 point of
Endurance loss due to the venom.

Or, if there are no venoms present, the Potion will cure [D - 5] (+ 1 / Rank) damage (Endurance
then Fatigue).

The Potion will last 2 minutes (+ 2 / Rank).

Or the Adept may spend an hour and utilise materials costing 200sp to make a Potion with the same
effects that will last indefinitely. The ingredients are used up regardless of success or failure.


-------------------------------
Waters of Strength (S-12)

Effects: The Adept can turn 1 pint of water into a half pint strength potion.

This potion adds [D - 2] (+ 1 / Rank) to Physical Strength for 5 minutes (+ 5 / Rank).

Potions are not cumulative.

The Potion will last 2 minutes (+ 2 / Rank).

Or the Adept may spend an hour and utilise materials costing 500sp to make a Potion with the same
effects that will last indefinitely. The ingredients are used regardless of success or failure.


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SubjectRe: [dq] Waters of healing and Strength
FromIan Wood
DateMon, 10 Aug 2009 16:06:47 +1200
Hi there,

Makes sense to standardize and simplify.
On a small note, could we change the 'water' to 'a potable liquid' in the
effects? Dwarves wouldn't be seen bleeding with a potion of water, and elves
don't trust the stuff.

Going a lot further than Stephen asked, I am uncertain of the logic inside
these spells (yeah ok it is magic and a fantasy game so there is little need
for logic, but there does seem a violation of the "rules" concerning magic).

<so here goes, risking possible exposure to ridicule for not understanding
water mages> 

Can someone explain the in-game reason for a 2 minute (+2/) potion?
Yes, most combats are over in a pulse, but this would mean the water mage
prepared immediately (almost) before the combat for the healing.
I guess that the mage could create strength potions for each of the party so
that they can all quaff at the same time, thereby allowing the mage to do
minute casts and still have the buffs lasting until the same end-time.

The main purpose I can see in the spells as written is to allow a one hour
ritual to be ranked as a spell. This is a lot quicker and no doubt all mages
wish their rituals were written this way.

I would be happier with:
  - spells that only work in pulse or minute casts (for 2' +2/rank
durations) [earth healing being an obvious exception], and 
  - a separate ritual to prepare a semi-permanent potion, during which the
mage casts the appropriate spell. (no doubt some enterprising mage will find
a way to cast several spells into the same potion so that quaffing gives
several buffs.)
Truth be told, I would not be against the waters of strength spell being
broadened to any primary statistic (explicitly excluding TMR, FT and PB but
the latter is purely personal). This might go some way to compensating for
the shift of permanency to a ritual.

Yours ever,
With too much time and too little wit
And I am not up with the wiki thing yet....

Ian
-----Original Message-----
From: dq-announce-owner@dq.sf.org.nz [mailto:dq-announce-owner@dq.sf.org.nz]
On Behalf Of Stephen Martin
Sent: 10 August 2009 15:03
To: dq-announce@dq.sf.org.nz
Subject: [dq-announce] Waters of healing and Strength

Changes to the effects proposed for voting into the rules as a minor change
at the September 2009
GMs Meeting.

Summary:
WoH
    Explicitly defining the way the two effects work as Cure venom if any,
otherwise heal.
    Being explicit that when healing, it heals EN then FT.
    Target changed to match WoS

WoS
    Reworded for consistency with Waters of Healing, not intended to make
any change to the effects.

NB only the modified attributes are listed below, BC, EM, etc. are all
unchanged.

Cheers, Stephen.

-------------------------------
Waters of Healing (S-11)

Target: Pint of water
Effects: The Adept can turn 1 pint of water into a half pint healing potion.

This potion will immediately neutralise the effects of any venom, plus it
will cure 1 point of
Endurance loss due to the venom.

Or, if there are no venoms present, the Potion will cure [D - 5] (+ 1 /
Rank) damage (Endurance
then Fatigue).

The Potion will last 2 minutes (+ 2 / Rank).

Or the Adept may spend an hour and utilise materials costing 200sp to make a
Potion with the same
effects that will last indefinitely. The ingredients are used up regardless
of success or failure.


-------------------------------
Waters of Strength (S-12)

Effects: The Adept can turn 1 pint of water into a half pint strength
potion.

This potion adds [D - 2] (+ 1 / Rank) to Physical Strength for 5 minutes (+
5 / Rank).

Potions are not cumulative.

The Potion will last 2 minutes (+ 2 / Rank).

Or the Adept may spend an hour and utilise materials costing 500sp to make a
Potion with the same
effects that will last indefinitely. The ingredients are used regardless of
success or failure.


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SubjectRe: [dq] Waters of healing and Strength
FromClare Baldock
DateMon, 10 Aug 2009 17:56:39 +1200
On 10/08/2009, at 16:06 , Ian Wood wrote:
> The main purpose I can see in the spells as written is to allow a  
> one hour
> ritual to be ranked as a spell. This is a lot quicker and no doubt  
> all mages
> wish their rituals were written this way.

The main reason I can see is that it gives water mages something to do  
on adventure - its cheaper to take your own water mage than to buy the  
potions at the start of the adventure.

cheers,

Clare


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SubjectRe: [dq] Waters of healing and Strength
FromStephen Martin
DateMon, 10 Aug 2009 19:09:34 +1200 (NZST)
I agree, but that would be more true if the duration were longer (i.e. 1 + 1/rk hours) so the
water mage could make some potions in the morning for everyone to carry until needed.

Currently by the time you realise you need them you probably don't have time to find a pint of
water, cast the spell, give it to whoever needs it...

Cheers, Stephen.

Clare Baldock wrote:
>
> On 10/08/2009, at 16:06 , Ian Wood wrote:
>> The main purpose I can see in the spells as written is to allow a
>> one hour
>> ritual to be ranked as a spell. This is a lot quicker and no doubt
>> all mages
>> wish their rituals were written this way.
>
> The main reason I can see is that it gives water mages something to do
> on adventure - its cheaper to take your own water mage than to buy the
> potions at the start of the adventure.
>
> cheers,
>
> Clare
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>


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