Poison
Poison
Is it possible for poison to be changed slightly so it can be cast on containers for drinking? ie. Waterskins, fountains etc?
I'd support poison being more useful, and it would also make detect poison more useful too (but maybe changed to a duration affect like detect magic)
However, you'd need to have some sort of checks and balances to yon newbie with poison poisoning everything in sight. Fountains are pretty big to poison (and MS is continually monitored) so maybe a spell-level for certain size things?
However, you'd need to have some sort of checks and balances to yon newbie with poison poisoning everything in sight. Fountains are pretty big to poison (and MS is continually monitored) so maybe a spell-level for certain size things?
Technically, no.Mingus wrote:Can't you brew poison and empty that into a fountain?
Assuming two instances, that is.
1. The fountain taps a spring in the ground. In order to poison the fountain's waters, you'd need enough of the substance to survive dilution and still have enough left over to actually pollute the source. Not easy, and very noticable.
2. The fountain is magically restored. You'd have to, I'd think, successfully generate a same-level or higher continuous poison spell. In the instance of Waterdeep, it's most assuredly a very high level spell regenerating the fountain's waters.
On the subject...
Is it possible that poisons will have ranging affects now? Much like 3rd Ed? Ones that affect various stats with primary and secondary affects (if saving throws are failed vs poisoning)? While I LOVE (love sounds an understatement) the current special code for when you are poisoned for a long period of time, it would be nice if the poison was physically shriveling you as well.
Also, this could be incorperated to poison weapon ability for rogues.. Forcing them to go find different components for different affects for a wide range of uses.
Also, this could be incorperated to poison weapon ability for rogues.. Forcing them to go find different components for different affects for a wide range of uses.
I like Selveem's idea. A lot.
Poison is a nice skill/spell, but it does the same thing, every time. The only difference between being poisoned by a weapon that was treated from jungle components and eating something you found in the Undermountain is the duration. It would be excellent to see some variations in what poison does.
Sleeping and paralysis poisons are an all-time favorite, and something that kills off someone's constitution sounds like a good idea.
Perhaps later on, we could make places that sell (utc) books that describe how to make which poison, and even how to make antidotes for certain poisons and venoms.
Echet
Poison is a nice skill/spell, but it does the same thing, every time. The only difference between being poisoned by a weapon that was treated from jungle components and eating something you found in the Undermountain is the duration. It would be excellent to see some variations in what poison does.
Sleeping and paralysis poisons are an all-time favorite, and something that kills off someone's constitution sounds like a good idea.
Perhaps later on, we could make places that sell (utc) books that describe how to make which poison, and even how to make antidotes for certain poisons and venoms.
Echet
Poisons and uses.
I play a Monk of Talona in D&D 3rd Ed. (3.5 rules) and he has been learning how to make different venoms and the components required. I have found that there are a HUGE variety and that many are extremely dangerous to acquire (as I had to find out the hard way by attacking a huge monsterous scorpion... oww..). I think this could make for some very great RPs and stories. Especially for those of you who play thieves who claim not to be. Ah well, fighters and other classes use venoms as well.
I do. however, think venoms should be a bit hard to acquire.. Especially the REALLY good ones (as mentioned above with the botched scorpion capture attempt). As venoms which do temp damage to stats can turn someone into a vegetable if they damage multiple times. Though thieves COULD use a bit of empowering.
I do. however, think venoms should be a bit hard to acquire.. Especially the REALLY good ones (as mentioned above with the botched scorpion capture attempt). As venoms which do temp damage to stats can turn someone into a vegetable if they damage multiple times. Though thieves COULD use a bit of empowering.
Is spike the same command I would use to infuse an herb, like adder's tongue, into water to make it a stronger healing solution? I never really knew how to infuse the herb once I picked it.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki