Thanks - that is some food for thought. You think it should be impossible to obtain demon blood?
A lot of spells, rituals and such seem to call for the stuff, so I figured it was a commonly(???) accessable material. Go to Comment
I'm always torn by how much information to provide! :) Sometimes I go overboard.
Q. How much does it cost. Are the ingredients hard to find. Does it take a lot of time to prepare.
I'd leave that to individual game masters, as ingrediants usually vary on the creatures present in the world, and cost is similarly variable. Personally I consider the Venoms very expensive as they affect both Necromancy and Time.
Q. One month? Are there any side effects to a raised person afterwards? Any side effects to a dead corpse, or the venom in a slain monster?
The effects of death are stopped for 1 month(with Staying), and resume normally afterwards. I'd leave it to the individual GM towards making the effects retroactive.
Q. Do the two venoms counteract each other?
I would say so. One accelerates, the other stops. Or the only the first one administered could be the one that works. Again, I'd leave that ruling for the GM
Q. Ages ten years? Are there any side effects to things in contact with the body? Could it possibly cause it to be more pestilant than normal, or acidic to the touch?
The effects are limited to the body of the victem. Generally corpses 10 years old are just skeletons so little pestilance would be left. The process is too fast for normal chemical/biological processes to produce the normal side effects of a rotted body.
Q. Can either of the venoms be administered after the death of the creature?
My intention was no, especially Staying. If it were to be allowed with Mouldering, then it would be too popular with criminals. However, GM's can of course choose to lift this restriction. Go to Comment
You could also have it that the effects take upon impact, if the arrow would normally have killed the victim, which would be a terrifying attack. End result is a little more deadly, as before there was a 10 minute window to 'raise' the victim, but this change would make it impossible to easily raise the victims. For game systems with no easy raise-dead capabilities, this is just a neat special effect/terror weapon. Go to Comment
Now, if you allow locations where potent magical items can be produced easily, why don't make them as lethal as this one. As the price for their making would not be a few years from the life of a master smith, but rather his entire life, the price is just enough to make anyone think twice.
Nicely combines science with the fantasy aspect. Good work! Go to Comment
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While I like the underlying concept behind the submission, I would like to see the submission coached in fantasy terms.
The whole natural reactor concept and the rad/ hour concept is part of the 7/8ths of the world that the PC's (and the characters in the world itself), do not really know. The exact same results, but there being a slow death curse on the forge. (you can use the same chart, measuring it in time, rather than rads/ hour). The curse contaminates the impliments and possibly some of the works, but nothing else can perform the forges
I like the explanations and the concepts, but the technology aspects seem jarring. I would of written this in a "fantasy context", then at the very end put the science/ technology explanation. Go to Comment
One thought, if this was put in a sci-fi context, with Travellers seeing that the natives can make this rare alloy/ material... then finding out the "price of magic". That would be interesting.
Also if this world "advances" some, into a steampunk or age of reasons, eventually those spells would augmented by "mystical lead aprons" and correct blocking spells would be used (discovered soon after a deflect lightning or stop bullet spell). Go to Comment