Prime Mover
Aug 10 2007, 03:17 PM
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.
Eleazar
Aug 10 2007, 03:25 PM
I do not know why, but I really never go into magical compounds. These look pretty well written and balanced. Good job.
Ancient History
Aug 10 2007, 09:09 PM
If you're going to run it through a circulation, it probably doesn't need to be a
natural radical.
WeaverMount
Aug 10 2007, 09:23 PM
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.
Prime Mover
Aug 11 2007, 01:38 PM
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.
Ancient History
Aug 11 2007, 01:42 PM
Ah, I misunderstood. I thought you'd intended a seperate circulation for each radical before making the enchantment.
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