Magical Candies?

KaeYoss said:
And remember, children: candy from strangers tastes best :cool:

The 17th Century 'Fairy tale' campaign I once did started off with the Bad Guy 'Lord Autumn' infecting the candies from a Confectioners shop so that the children (and any others) eating them would fall into a coma and enter his realm of Nightmares!!!
 

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It sounds to me like somebody here want's to be a Miracle Max...

"The chocolate coating makes it go down easier..."

Wicht said:
As I was thinking of it this morning pictures of tootsie pops kept entering my mind for some reason :D

A one, a two-ho, a tha-ree... *CRUNCH* A tha-ree

I guess I'll be the one to bring up in this thread that the Dark Sun setting used fruit as a potion delivery system. (Though I don't really know much about that setting myself.) So you might want to look and see if they do anything special there.

I agree that these candies would be mostly like potions... But I also agree that it would be a more advanced version of a potion (Create Magical Food). So I would make it a separate feat that would have pre-requisites of the Brew Potion feat and a few points in Craft: Candy (or cooking). Either that or just require a serious amount of points in Craft: Candy (or Cooking) and Alchemy.

Not to mention masterwork quality utensils and ingredients? Yeah, magical candy is going to be rather expensive.
 
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...how does this look to people?

Create Magical Candies
You can create magical candies which carry spells within themselves.
Prerequisites: Caster 3rd level, Craft (Candy) +6
BenefitYou can create a candy containing any spell of 3rd level or lower that you know and that targets a creature or creatures. Creating a candy takes 1 day. When you create a candy you set the caster level. The caster level must be suffecient to cast the spell in question and no higher than your level. The base price of a candy is its spell level multiplied by its caster level multiplied by 75 gp. To create a candy you must spend 1/25 of the base price in XP and use up raw materials costing half this base price.
Whenever you create a candy you make any choices that you would normally make when casting a spell. Any candy that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price you must expend the material component or pay the XP when crafting the candy.
When crafting a magical candy, the creator must also make a skill check for Craft (Candy) the DC of which is 20 (PCs may not take 20 on this roll). If the skill check fails, the candy is foul tasting. If the check succeeds, the candy is sweet and scrumptious. Regardless of the skill check, the candy will function correctly. A foul tasting candy however cannot be held in the mouth for longer than 2 rounds.

Magical Candies
A magical candy operates like a magic potion with one exception. A character may hold a candy in his mouth for up to 10 rounds (1 minute) before activating the candy as a free action. Any candy held in the mouth for 10 rounds automatically activates unless spit out (including healing candies). Only 1 magic candy may be held in the mouth at a time and still be activated as a free action.

Magical Candies may be given to unconscious comrades but they will not activate for 10 rounds.

Some magical candies are botched when created and taste foul. Such candies may only be held in the mouth for 2 rounds before the character must activate it or spit it out.
 

There were magical candies in Planescape: Torment that you could buy. But anyways as far as feats go, I'm a firm believer in the idea that you shouldn't make any new feats if a magic item has about the same functionality as a magic item made from another feat, otherwise it's what I call a waste of a feat. I made Craft Talisman (from OA) and Brew Potion into one feat (craft potions & talismans) because they were almost the same feat. And for magic candies I would have them fall under craft potions & talismans.
 



I once included Magic Candy in the treasure a bunch of PCs acquired. All the candy was Candy of Detect Magic. The enchantment allowed the person with the candy in her mouth to Detect Magic as long as the candy lasted (30 minutes). The range was Touch, so the character using the candy would have to press her tongue against something in order to tell if the thing was magical. A tingling sensation meant 'magic.'

It was fun watching the player stick out her tongue, miming Detect Magic.


:]
Tony
 

Wicht said:
What penalties might offset the delay + free action capabilities of magical candies?

just give it an expiration date, and a susceptibility to heat and bugs :)

the advantages could easily be balanced (imho) buy the fact that candy isn't to durable.

the fighter getting fireballed only to find his bull strength candies melted ahs a certain RB charm :)
 



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