Previous Message: Astromundi Cluster Potions
Next Message: Re: Newsgroup?
Month Index: October, 1996
From: Eugene Shumu1insky <static@??.???.????.edu> Date: Fri, 11 Oct 1996 09:55:07 -0400 (EDT) Subject: Re: Astromundi Cluster Potions
In our last episode, TLHawkins@???.com said:
[Snip]
>Gravity Walk Potion: This potion allows the drinker to stand on and walk
>across a gravity plane as if on a solid floor. Whenever the drinker
>encounters a gravity field, he/she can right himself and stand as easily as
>someone lying on the floor stands up. The imbiber cannot chose to pass
>through the gravity plane and falling damage may occur if struck with enough
>force.
This got me thinking. What if you fed this potion to something big,
like a horse, and then had it "pull" a small ship, like a flitter, would
it actually be able to generate and force against the gravity plane? A
better question might be, are gravity planes "attached" to whatever
generates them, or are they "projected"? (i.e. If you're standing
on a gravity plane, and pull on the ship, is it treated as if you were
standing on the ground trying to pull a house, or a wagon?) I hope that
made sense. (Aren't there boots, or something, that do the same thing?)
[Snip]
>Helmsman Potion: This potion allows a non-spell casting individual to
>spelljam as if there were a spell caster with a full compliment of spells
>memorized. The potion allows the drinker to spelljam for a number of hours
>equal to his/her constitution. At the end of that time the 'jammer is
>exhausted and suffers a -4 to hit, proficiency checks and on saving throws
>until he has rested for eight hours.
Cool idea, but at what level will this non-mage pilot the ship? I
personally would say as a first level mage. Non-mages piloting ships at
their own level may get a bit unbalanced. Then again, if these potions were
rare enough, maybe it wouldn't... (:
[Snip]
>Mind-Poison: This potion lowers the intelligence of the drinker by 1d6
>points for the duration of the potion (10% permanent effect), but makes the
>brain poisonous to illithids. If an illithid consumes the brain of a
>creature under the effect of this potion, it must make a saving throw vs
>death magic at -4 or dies (no magic resistance roll). If the illithid
>survives, it looses 3d6 hit points and a like number of PSP's. Used by the
>Calidian Hidden as a last resort or in assassination plots.
Cool idea!
>Psionic Reflection: This potion reflects psionic effects directed at the
>drinker back at the attacker. Only psionic abilities that are be targeted on
>the drinker are affected. It however makes directed psionic abilities
>impossible to use by the imbiber for the duration of the potion. Directed
>psionics is any that has an area of effect other than "personal".
Is it a "magical" potion, or a non-magical "psionic" potion? There
was a discussion on another mailing list about whether psionics and magic
can interact, at least outside of direct physical means (i.e. using magically
summonded water to put out a psionically started fire). I'm not attempting
to start that discussion, I just wanted to bring up something else to think
about.
>Psionic Resistance Potion: Any non-psionic individual that drinks this
>potion is immune to psionic attacks of all types until the potion wears off.
See above.
-Static
--
Static, | "Life isn't one damn thing after another. It's the same
of the | damn thing over and over again." -SOLOMON SHORT
NIGHTMARE |
Company | --==<< http://k2.CWRU.edu/~static (Stories and Games) >>==--
Previous Message: Astromundi Cluster Potions
Next Message: Re: Newsgroup?
Month Index: October, 1996
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Astromundi Cluster Potions | TLHawkins@???.com | |||
| Re: Astromundi Cluster Potions | Eugene Shumu1insky | |||
| Re: Astromundi Cluster Potions | TLHawkins@???.com |