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Carnifex's Story Hour (Updated January 20th, "The Union")
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<blockquote data-quote="Carnifex" data-source="post: 62587" data-attributes="member: 227"><p>Thanks for the comments Berandor! I'll do a reply post to them sometime soon, but right now I need to write some message board posts in the game itself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> However, I'll just put here the list of ideas for Manipulator spells that the player of Melisande just sent me. Note that these are exactly how she's written them, with no alterations as yet by me - italic text is by me though!</p><p></p><p>Sense Physiology (Sor/Wiz 0)</p><p>While the caster concentrates on the subject, she is able to sense basic physiological states such as:</p><p>- heart rate / hypertension (useful but not 100% reliable for detecting lies for example)</p><p>- disease</p><p>- fatigue</p><p>- pain</p><p>- arousal</p><p>- unnatural effects such as drugs, poisons, body-affecting spells, manipulation, etc.</p><p></p><p><em>Need to be careful with this one - I don't want it to be too powerful as a kind of combined detect lies/detect poison/whatever spell.</em></p><p></p><p>Diagnose (Sor/Wiz 1)</p><p>This is like Sense Physiology but much more precise in the information gleaned. The caster would be able to sense, for example, a tumor that the subject is not aware of; subtle changes of humor; exactly what kind of drug/poison/spell may be at work in the subject; what is the source of pain/disease.</p><p></p><p>Sedate (Sor/Wiz 1)</p><p>The opposite of Agonise. Causes subject to ignore pain. Can be soothing but can also lead subject to aggravate serious wounds he/she is unaware of. Heals 1d6 subdual damage?</p><p></p><p><em>I have a spell similar already in the works, amongst the ones I haven't yet posted on here, except that it grants temporary hit points.</em></p><p></p><p>Reduce Immunity (Sor/Wiz 1)</p><p>This spell is used in Manipulation labs to stop immune rejection of a graft, but it can also be cast in battle to lower an opponent's resistance to disease-causing agents, and/or to slow down regeneration and healing.</p><p></p><p><em>I like the idea of this one perhaps being useful against regenerator/fast healing opponents, and it fits well with the background - by lowering a subjects immunity, Manipulators can test out disease effects more efficiently on test subjects.</em></p><p></p><p>Metabolise (Sor/Wiz 1)</p><p>This spell does not have the same effect as Haste, but is more like a dose of arcane amphetamines. Body functions involved in "fight or flight" are increased for X rounds, granting the subject +1 to strength, dexterity and wisdom (for increased alertness) for the duration of the spell. Alternately, the spell can be used to speed natural healing (gain of one hp without resting / extra hp while resting). May also be used to "slow poison" something like the clerical spell, or to sober up an intoxicated subject. No matter how the spell is used, the subject will have to deal with the "low" after the spell's effect wears off (-1 to str for x rounds?).</p><p></p><p><em>Interesting, though as it stands, with the slow poison effects and everything, perhaps a little powerful?</em></p><p></p><p>Graft (Sor/Wiz 2)</p><p>A higher-level spell that, with a body part provided, allows the caster to temporarily graft the body part to a subject. After a certain time the graft withers and dies and the subject is weakened for a short period. Can be used to add a third eye somewhere, add claws, wings, fangs, fur or extra limbs...</p><p></p><p><em>I like the diea of this in a way, but it doesn't quite work with Manipulators, I'd think, who'd just surgically attach a graft. Potential abuse with slapping on extra limbs? Not sure...</em></p><p></p><p>Affect Physiology (Sor/Wiz 1)</p><p>Allows the caster to affect certain minor physiological states, such as:</p><p>- heart rate (to make the subject more or less nervous than usual, for example)</p><p>- provoke hunger/thirst</p><p>- provoke arousal</p><p>- cause fever</p><p>- lower blood pressure (dizziness, weakness)</p><p> This could be used to break another spellcaster's concentration using DC vs concentration check, for example. Also, a very high level version of this spell could be deadly.</p><p></p><p><em>Interesting, and fits well with Manipulators. In terms of high level spells, well, there are several in the works which kill through overloading physiological aspects.</em></p></blockquote><p></p>
[QUOTE="Carnifex, post: 62587, member: 227"] Thanks for the comments Berandor! I'll do a reply post to them sometime soon, but right now I need to write some message board posts in the game itself :) However, I'll just put here the list of ideas for Manipulator spells that the player of Melisande just sent me. Note that these are exactly how she's written them, with no alterations as yet by me - italic text is by me though! Sense Physiology (Sor/Wiz 0) While the caster concentrates on the subject, she is able to sense basic physiological states such as: - heart rate / hypertension (useful but not 100% reliable for detecting lies for example) - disease - fatigue - pain - arousal - unnatural effects such as drugs, poisons, body-affecting spells, manipulation, etc. [i]Need to be careful with this one - I don't want it to be too powerful as a kind of combined detect lies/detect poison/whatever spell.[/i] Diagnose (Sor/Wiz 1) This is like Sense Physiology but much more precise in the information gleaned. The caster would be able to sense, for example, a tumor that the subject is not aware of; subtle changes of humor; exactly what kind of drug/poison/spell may be at work in the subject; what is the source of pain/disease. Sedate (Sor/Wiz 1) The opposite of Agonise. Causes subject to ignore pain. Can be soothing but can also lead subject to aggravate serious wounds he/she is unaware of. Heals 1d6 subdual damage? [i]I have a spell similar already in the works, amongst the ones I haven't yet posted on here, except that it grants temporary hit points.[/i] Reduce Immunity (Sor/Wiz 1) This spell is used in Manipulation labs to stop immune rejection of a graft, but it can also be cast in battle to lower an opponent's resistance to disease-causing agents, and/or to slow down regeneration and healing. [i]I like the idea of this one perhaps being useful against regenerator/fast healing opponents, and it fits well with the background - by lowering a subjects immunity, Manipulators can test out disease effects more efficiently on test subjects.[/i] Metabolise (Sor/Wiz 1) This spell does not have the same effect as Haste, but is more like a dose of arcane amphetamines. Body functions involved in "fight or flight" are increased for X rounds, granting the subject +1 to strength, dexterity and wisdom (for increased alertness) for the duration of the spell. Alternately, the spell can be used to speed natural healing (gain of one hp without resting / extra hp while resting). May also be used to "slow poison" something like the clerical spell, or to sober up an intoxicated subject. No matter how the spell is used, the subject will have to deal with the "low" after the spell's effect wears off (-1 to str for x rounds?). [i]Interesting, though as it stands, with the slow poison effects and everything, perhaps a little powerful?[/i] Graft (Sor/Wiz 2) A higher-level spell that, with a body part provided, allows the caster to temporarily graft the body part to a subject. After a certain time the graft withers and dies and the subject is weakened for a short period. Can be used to add a third eye somewhere, add claws, wings, fangs, fur or extra limbs... [i]I like the diea of this in a way, but it doesn't quite work with Manipulators, I'd think, who'd just surgically attach a graft. Potential abuse with slapping on extra limbs? Not sure...[/i] Affect Physiology (Sor/Wiz 1) Allows the caster to affect certain minor physiological states, such as: - heart rate (to make the subject more or less nervous than usual, for example) - provoke hunger/thirst - provoke arousal - cause fever - lower blood pressure (dizziness, weakness) This could be used to break another spellcaster's concentration using DC vs concentration check, for example. Also, a very high level version of this spell could be deadly. [i]Interesting, and fits well with Manipulators. In terms of high level spells, well, there are several in the works which kill through overloading physiological aspects.[/i] [/QUOTE]
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Carnifex's Story Hour (Updated January 20th, "The Union")
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