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Psionic Questions
Mal Kildare Offline
#1 Posted : Sunday, May 18, 2008 10:08:28 AM

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looking at some of the psionic skills, and their effects got me thinking. What happens if a creature ( lets use zithra for simplicity sake) is in battle rage, and say had been hit by enervate ( weakness). Now, If I use a Mind healing to bring it out of its rage, does that also cure the enervate? I only ask because the effect of weakness states that it lasts until you rest for 5 minutes.

Also, While seemingly a very useful psi ability, SLOW, seems *to me* to be a hard affect to do correctly. Running into perhaps the same problems that swamp-walk does in *that other game we dare not mention for fear of legal reprisement* in that for the first minute or so people remember to RP the effect, and then it all goes out the window once combat starts. So, my question would be, has anyone else playing an accelerant game had to deal with this skill? How was it played? If someone *forgot* the affect, how was it handled? and my question above applies to this as well, as it says only by resting 5 min will this go away... as it is a will effect, would it, along with say, a battle rage, be fixed by a mind healing?

Boz
"Where in the Nine Hells did you get the notion that I would fight fair?" Drizzt Do'Urden
Zhinn Offline
#2 Posted : Sunday, May 18, 2008 4:50:44 PM
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Mal Kildare wrote:
looking at some of the psionic skills, and their effects got me thinking. What happens if a creature ( lets use zithra for simplicity sake) is in battle rage, and say had been hit by enervate ( weakness). Now, If I use a Mind healing to bring it out of its rage, does that also cure the enervate? I only ask because the effect of weakness states that it lasts until you rest for 5 minutes.

The evervate lasts until 5 minutes of rest - so, unless the target actually rests, no - "curing" the Battle Rage does not give you that ...
Unless I missed something here, that is pretty straight-forward ...



Also, While seemingly a very useful psi ability, SLOW, seems *to me* to be a hard affect to do correctly. Running into perhaps the same problems that swamp-walk does in *that other game we dare not mention for fear of legal reprisement* in that for the first minute or so people remember to RP the effect, and then it all goes out the window once combat starts. So, my question would be, has anyone else playing an accelerant game had to deal with this skill? How was it played? If someone *forgot* the affect, how was it handled? and my question above applies to this as well, as it says only by resting 5 min will this go away... as it is a will effect, would it, along with say, a battle rage, be fixed by a mind healing?

To the best of my knowledge, we have not used 'slow' on the NPC side of things ...
Can't say for certain, but don't think we have ...
And, again - the effect only goes away with rest ... unless I have missed something ...



Boz
Zhinn Offline
#3 Posted : Sunday, May 18, 2008 5:09:23 PM
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Well, I could have deleted the last post, but just shows I am human ...

I really need to confirm things before I reply ...

Mind Healing cures a "By will" effect.

So, yes, it would cure the Enervate, being a Slow by Will effect ...

My only question, and maybe Kendra can give us some input :
Does one casting of Mind Healing cure ALL 'by will' effects on a target,
or only one - therby requiring multiple castings to cure multiple effects ???

My thought would be it cures one effect, as the usual sequence seems to be
a trade of one attack for one defense. Having a defense cure out more than
one effect gives an advantage to a defense ...

If someone has 2 broken limbs, you must cast Mend Limb twice ...

Kendra - any thoughts to curing multiple Inflicted Effects with a single casting ?
Althea Offline
#4 Posted : Sunday, May 18, 2008 7:34:56 PM

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This is straight from the rules:
Cure
The Cure effect removes effects on the target. A Cure will remove all instances of that specific effect. A Cure will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. Cure will never restore Vitality. Cure is a beneficial effect.
Travis, for example, has been affected by the following attacks: Slow by Disease, Slow by Will, and Drain by Will. A Cure Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. A Cure Will would remove both the Slow by Will and the Drain by Will since they both have the Will trait.

~~~

Thus as Mind Healing is Cure Will by PSi or Cure Fear By Psi, it will indeed cure multiple effects with one casting.

Cathy
Althea Chegari Von Brumbach Clan Che'garre'warre, Family Che'gari, Master Brewer
Creater of the Best Whiskey in all the Isles
Matriarch of the Dogrini
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Zhinn Offline
#5 Posted : Sunday, May 18, 2008 8:02:26 PM
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Alright then !

Thanks Cathy Applause
Crovel Offline
#6 Posted : Sunday, May 18, 2008 10:03:12 PM

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So thusly, /Cure/ Maim <limb> by Magic will cure all maimed limbs?
Crovel
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Fagin Offline
#7 Posted : Sunday, May 18, 2008 11:46:00 PM
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Yes, but note that Splinting and First Aid are both "Imbue by Medicine". and splint only one limb.
Althea Offline
#8 Posted : Monday, May 19, 2008 9:57:43 AM

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Here is more of the text about 'Cure"

If a "Cure Maim" effect references a specific limb, the effect will only remove Maim effects on that limb. If
the Cure Maim effect does not specify a limb, it will cure all Maim effects active upon the target. If an
ability or skill allows you to use the "Cure Maim" effect on a specific limb, you cannot use that ability as a
general "Cure Maim" effect.


Here is the text from Muse's Grace

Muses’ Grace (Mend Limb) [Spiritual/Wizardry 5]: With a magical ritual, you may call 'Cure Maimed <limb> by Magic' once for each 5 Spiritual Stamina you expend in the casting. You must expend a minimum of 2 from your personal Spiritual Stamina pool. You may only affect a single target with each casting of this spell.

Since Grace specifically shows <limb> as part of the incant, I believe that it means each limb needs a separate casting.

Mend Limb Potion, on the other hand, Clearly states that it will cure all maims on a person.

Furies’ Recovery (Mend Limb Potion) [Spiritual/Enchantment 6]: With an enchantment procedure, you can produce a substance which will have the effect of 'Cure Maim by Poison' when consumed. This will cure all Maims affecting the consumer. Using this skill costs 7 Spiritual Stamina, with a minimum of 5 from your personal Spiritual Stamina pool.

Just my 2 Guilda,
Cathy



Althea Chegari Von Brumbach Clan Che'garre'warre, Family Che'gari, Master Brewer
Creater of the Best Whiskey in all the Isles
Matriarch of the Dogrini
Guardian, Merchant's Guild
Thooid Offline
#9 Posted : Monday, May 19, 2008 12:37:07 PM
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Althea wrote:

Furies’ Recovery (Mend Limb Potion) [Spiritual/Enchantment 6]: With an enchantment procedure, you can produce a substance which will have the effect of 'Cure Maim by Poison' when consumed. This will cure all Maims affecting the consumer. Using this skill costs 7 Spiritual Stamina, with a minimum of 5 from your personal Spiritual Stamina pool.


Am I correct to assume that an IFP enchantment does not have to be 'consumed,' just used up?
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Starn Offline
#10 Posted : Monday, May 19, 2008 5:56:46 PM
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Yes Matt, but given the choice between a magic pill & a magic supository I'll choose the former.

"Dang Doc that was the biggest pill I ever had..."

Mario.
-Starn-

"And they say my money can't protect me!" Starn says while putting on his silver helmet & loads his bone inlayed silver hand-cannon with golden bullets...
Mal Kildare Offline
#11 Posted : Monday, May 19, 2008 6:59:40 PM

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Thank you any and all for the answers you've provided... now I'm just waiting to hear about how *slow* has been handled in other accelerant games...
"Where in the Nine Hells did you get the notion that I would fight fair?" Drizzt Do'Urden
Crovel Offline
#12 Posted : Monday, May 19, 2008 10:34:45 PM

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Starn wrote:
Yes Matt, but given the choice between a magic pill & a magic supository I'll choose the former.

"Dang Doc that was the biggest pill I ever had..."

Mario.


As a Burr'Thock(sp?) you don't think Starn would want it on a nice pretty jeweled ring?
Crovel
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Amrin Offline
#13 Posted : Tuesday, May 27, 2008 12:32:12 PM
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Mal Kildare wrote:

Also, While seemingly a very useful psi ability, SLOW, seems *to me* to be a hard affect to do correctly. Running into perhaps the same problems that swamp-walk does in *that other game we dare not mention for fear of legal reprisement* in that for the first minute or so people remember to RP the effect, and then it all goes out the window once combat starts. So, my question would be, has anyone else playing an accelerant game had to deal with this skill? How was it played? If someone *forgot* the affect, how was it handled?


You are correct that people tend to forget this effect in the middle of combat. I've taken to joking that people will forget they are Slowed as soon as anything else happens to them.
Unfortunately, I don't know of any perfect fix for this. I've occasionally reminded people that they're still Slowed when they start running about. Likewise, one sometimes has to point out that someone should still be Repelled if they've moved away and then back again.

The main thing I would say in those cases is not to be accusatory, but just to offer a gentle reminder. That's worked well for me.


DSC
Starn Offline
#14 Posted : Friday, May 30, 2008 1:54:07 AM
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But why would ja do that for? A ring is even more hard to swallow than that horse pill... :)

Traditional enchantments are on items that release its effects when consumed.

It seems to be the tinticure that holds the effect is distilled/modified by the enchantment.

It would be interesting to see enchanments placed on objects but I believe the object so enchanted should have to be made with the production system. In-turn I feel that additional requirement/material expenditure should grant an additional perk of some sort.(such as increased effect, more charges & etc.)

Now I know consumed does have to mean eaten, just used up. Just note that enchanting normally does not consume non-herbal-based materials.

So If what had ended up with an enchantment pick for the Fortune point pick and the enchantment wasn't in the form of a balm, oil, salve or potion I would have had it studied.

Normally alchemical type tools are used to provide stamina cost reduction bonuses. This implies that the current style of enchantment known by the Hardistann empire uses solely alchemical media to hold the magic.

Modern fiction & ancient folklore alude to other styles of placing magical effects into items. If those styles were used then the tools to use those styles would be different along with the materials used to do the effects.

This isle has a magic rating of Ten.

I don't know of anybody researching/experimenting on anything that takes advantage of the potent magic available.

Scratch that, I believe there is only one person doing that...

-Mario-


-Starn-

"And they say my money can't protect me!" Starn says while putting on his silver helmet & loads his bone inlayed silver hand-cannon with golden bullets...
Crovel Offline
#15 Posted : Friday, May 30, 2008 8:45:42 AM

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Starn wrote:

So If what had ended up with an enchantment pick for the Fortune point pick and the enchantment wasn't in the form of a balm, oil, salve or potion I would have had it studied.


I believe it can be anything you want, so if you pick a "Mend Limb" enchantment effect, you can apply that to any item that you want.

Quote:
Normally alchemical type tools are used to provide stamina cost reduction bonuses. This implies that the current style of enchantment known by the Hardistann empire uses solely alchemical media to hold the magic.

Well I think that this will change along with the testing of the new Enchantment rules

Quote:
Scratch that, I believe there is only one person doing that...

That you know of yes Angel

-Vinnie
Crovel
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