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> Magical Compounds
Prime Mover
post Aug 10 2007, 03:17 PM
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Anyone else created additional ones?





Nights Embrace

Duration: Essence + 1D6 hours, maximum 12 hours.

Effect: This compound grants the critter powers of Enhanced Senses (Hearing,Smell,
Thermographic) and Regengeration.

Description: At the end of the duration, the character suffers -3 penalty to all senses for equivalent duration and suffers one physical wound.

Exotic Ingredient: Natural animal radicals of Vampire blood and bone.*



Graves Touch

Duration: Essence + 1d6 hours, maximum of 12 hours

Effect: This compound grants the critter powers of Dual Natured and Natural Weapon (DV4P, AP0)

Description: At the end of the duration, the character suffers blindness for equivalent duration.

Exotic Ingredient: Natural animal radical of Ghoul Flesh.*

* Not infectious after 28 day circulation.

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Eleazar
post Aug 10 2007, 03:25 PM
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I do not know why, but I really never go into magical compounds. These look pretty well written and balanced. Good job.
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Ancient History
post Aug 10 2007, 09:09 PM
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If you're going to run it through a circulation, it probably doesn't need to be a natural radical. :)
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WeaverMount
post Aug 10 2007, 09:23 PM
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I had my mage player drop from my game, with a fair number magical threats still on the board. I really wanted my players to handle them, so I used magical compounds to let them take the field. Grave touch would have been perfect for that role.
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Prime Mover
post Aug 11 2007, 01:38 PM
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QUOTE
f you're going to run it through a circulation, it probably doesn't need to be a natural radical.


In magical compound description. "All ingredients are brought together in special 28 day circulation. Enchanting + Magic (4) test." According to entry in SM.
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Ancient History
post Aug 11 2007, 01:42 PM
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Ah, I misunderstood. I thought you'd intended a seperate circulation for each radical before making the enchantment.
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