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 Post subject: potion creation
PostPosted: Tue Apr 12, 2011 5:58 am 
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Knight
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Multi part question:

Is there a spell or ruleset I might have over looked for creating magic potions? By magical potions I mean, imbueing the potion with a spells energy/essence for later use.

How much would a standard glass or ceramic container cost, say in the can of soda size container (I'll edit in onces and ML... just rushed right now)

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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 6:29 am 
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Knight
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For me as GM I have halfway crafted a spell that an NPC uses to make potions or more correctly a spell that binds a spells powers in a potion. I have not fully developed the spell (I am a GM so only need guidelines), but the I have borrowed some witchcraft and alchemy into the spell.
The spell binds the powers in a potion and the end result counts as a minor artefact (with one charge). So the spell needs to supply the energy during the creation. I usually have the NPC wizard need special ingredients for the potion (blood, other essences that is fits) in order to be able to bind the spell in the potion. Just to be spectacular I usually let the wizard use a catalyst at the end that creates some smoke and a small bang :D .

I had once (mid 90s, now lost) a whole bunch of artefact creation spells. I had (back then) a PC mage than was very good with a certain spell, so he could (with luck) get a spell description when casting it so I wrote every spell I used with a full spell description, even the spells used to bind other spells.

I don't have that nowadays (I don't even have a player that is a mage) so my lust for developing spells just in case has dropped to almost nothing. So I use only the concept of the spell (what I remember of them).

When it comes to bottles and sizes. I'm sure there are some pricelists hanging around that can be used for that.

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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 7:11 am 
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Baron
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Arthan_Heavy_Fist wrote:
Is there a spell or ruleset I might have over looked for creating magic potions? By magical potions I mean, imbueing the potion with a spells energy/essence for later use.
The Store spell.

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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 7:23 am 
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Knight
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I don't think Store will allow you to pre-pay fatigue cost. The spell-storing spell Vessel ... say that it pre-pays fatigue (you pay double when storing), but the Store spell doesn't say so. Store doesn't last long anyway. Although all this is a GM discretion.

My "pre-pay fatigue, last indefinite water storing spell" was based on Store, but I added the ingredient factors to make up for the lengthen duration and to the fact that you store the effect, not the spell (so you roll all the rolls during potion creation and no other rolls are needed).

Edit: And if using HM3, Store is EGO requiring.

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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 8:11 am 
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Yeoman
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While the potions listed in the Potions article are mostly herbal in origin, most do have an alchemical or other mystical element to them. The article probably won't answer all your questions, but it does include some basic rules for the creation of potions. It is available from CGI or RPGNow.


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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 8:33 am 
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Baron
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Fenhorn wrote:
I don't think Store will allow you to pre-pay fatigue cost. The spell-storing spell Vessel ... say that it pre-pays fatigue (you pay double when storing), but the Store spell doesn't say so. Store doesn't last long anyway. Although all this is a GM discretion.
From its workable HM1 version the Store spell IMO has sadly been gradually play-balanced into meaninglessness. Yet even the HMG version would allow one to store a spell in a liquid to be drank (or powder to be burned, oil to be rubbed in, etc.) with a shelf life from a few days up to a year or so. Since Store in its original intent is a spell for disposable artefact creation, it makes perfect sense IMO to use it to enchant a disposable substrate.

Fenhorn wrote:
Edit: And if using HM3, Store is EGO requiring.
Yeah, just like I wrote above, emptied of its original purpose for no discernible reason.

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 Post subject: Re: potion creation
PostPosted: Tue Apr 12, 2011 8:55 am 
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Knight
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macgorgor wrote:
Fenhorn wrote:
I don't think Store will allow you to pre-pay fatigue cost. The spell-storing spell Vessel ... say that it pre-pays fatigue (you pay double when storing), but the Store spell doesn't say so. Store doesn't last long anyway. Although all this is a GM discretion.
From its workable HM1 version the Store spell IMO has sadly been gradually play-balanced into meaninglessness. Yet even the HMG version would allow one to store a spell in a liquid to be drank (or powder to be burned, oil to be rubbed in, etc.) with a shelf life from a few days up to a year or so. Since Store in its original intent is a spell for disposable artefact creation, it makes perfect sense IMO to use it to enchant a disposable substrate.

Fenhorn wrote:
Edit: And if using HM3, Store is EGO requiring.
Yeah, just like I wrote above, emptied of its original purpose for no discernible reason.


Peter, thanks for the info. Found the HM1 Store (IV) spell, it looks like it will work. Take care.

Paul

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 Post subject: Re: potion creation
PostPosted: Fri Apr 15, 2011 4:14 am 
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Reeve
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One of my price lists PRICES 10 lists a cup for 1d, bowl for 2d, flagon for 4d and a 5 gallon urn for 12d for something to work with. The smaller the vessel size provides some price break, although making something that won't leak away with a top and needs to be sealed in some fashion (wax or rubber seal for example) will increase the price IMO and how quickly the contents could be imbibed in an emergency. Always breakage with ceramics which are some what brittle. Possibly something like a small flask from a metal crafter?

No reason a potion couldn't be an ounce or two or just several ounces like half a cup and pick up one in the 3f - 6f range.

Store is nice except for the EGO rule change which seems like a game mechanic IMO to prohibit PCs from having knapsacks full of assorted magical potions and other one shot items for any conceivable scenario which mostly just take time to make in a Harn campaign.

A common sense Aura/3 (Non Mages) or Aura/2 (Mages) maximum usable passively attuned personal potions similar to the attuned artifacts limit for the campaigns embracing the usage of magic by the PCs.

Otherwise potion miscibility from their aura interaction on the Misfire table when Consumed or Imbibed as the principle is released activating (generally the worst time for the PC to be making that roll). Form Failure for a Non Mage 01 - 40% will usually keep everyone honest.

Jorum and Charge should do the trick with the applicable spell and they are only level II Neutral spells. A PC should be able to research something compatible rather easily if they don't since that is how the magic system is designed in a campaign.

Something like Jorum Potion Neutral II should do the trick along with the applicable spell followed by Charge Potion Spell II for those starting off Satia Mavari and Enchant Medium Neutral IV followed by the Spell for Shenava and Viran for less book keeping.

Those CS potions could be really sweet since the Mage should be aware of how the "spell" worked, doubtful they are selling or giving those away.


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