eliakon wrote:No, the FOOD is +1 to save. It does not grant the eater a +1 to save.
"The food is +1 to save vs. spoiling magic and disease/decay."
When is the last time your lunch took a week off because it got botulism?
eliakon wrote:I am VERY leery of the idea that a psychic is going to simply stack the effects and penalties of having several diseases on themselves at once, let alone the idea that any but the most aultristicly sacrificial would take on six+ diseases at once.
Psi-healers have a high degree of empathy (by OCC description, not just by powers), and three of the seven alignments would be willing to exchange some discomfort for another's help, especially if they are being well paid. It does not require a psi-healer to acquire several diseases at once in order to treat 8 people in a day; each disease will affect them for 1d4 hours, which averages to 2.5 hours per person, giving them time for a 9th person or a four hour meditation session afterwards... which is twice is equal to 8 hours of sleep.
eliakon wrote:Mark Hall wrote:35,000gp is not terribly much by Palladium Fantasy standards and, again, you assume someone is selling it, rather than teaching it to someone as part of an extended apprenticeship (i.e. a wizard who cares for the people of a town passing it on to others who need it).
It is a vast amount of money if your not an adventurer out there getting tons of money in adventures.
Psi-healers can sell sell psychic surgery for 1000gp a session. Priests and healers can charge upwards of 600gp per healing touch. A 1st level Wizard, fresh from apprenticeship, can easily know such spells as Cure Minor Disorder, Negate Poison/Toxin (the ultimate hangover cure!), See Aura (an easy diagnosis tool to detect illnesses), and, if you allow dipping into Rifts sources, the spell Light Healing (which is more effective over any period of time than psychic or priestly healing touches, as it can be cast multiple times per melee). 35,000gp can quickly be obtained by anyone with a yen to be a healer-wizard.
eliakon wrote:And since the guilds (which are the source of apprenticships in the palladium world) are explicitly said to tightly regulate the distribution of spells, then yes I think it IS unlikely that we should assume that it means "all spells except this one level 6 spell are regulated'
I don't have the final copy of MoM handy, so maybe this got slipped in, but I do not think it is supported by the book. Guilds are largely confined to larger cities, and only especially large guilds have dedicated training facilities. I don't know of anything that implies that most wizards belong to a guild (pages 100 and 183 of the PFRPG certainly don't), or that the guilds strictly control who non-members might train, especially outside their jurisdiction.
eliakon wrote:Mark Hall wrote:And, of course, if you really want the spell, you can get it, on average, with a single successful casting of enchanted cauldron (2d6 spells averages to 7 spells, which makes it likely you'll get at least 1 6th level spell). There's a chance of mental illness from that, of course, but, well, you then have a magical cure for illness, don't you?
I would point out that Enchanted Cauldron is "among the most disgusting and dangerous methods of gaining spell knowledge" and "many wizards (over 70%) never use it"
If you DO use it you have a 87% chance of getting an insanity, which is permeant.
The only cure for insanity in Palladium is the Super Psionic power of Cure Insanity, which is either temporary, or requires 2d6 Base ISP
This is incorrect. The insanity caused by the Enchanted Cauldron is due to trauma, not by magic, making it the purview of the Cure Illness spell. Page 29 says that there are many magical cures for insanity available, and most mental illnesses neatly fall within what is allowed to Cure Illness.
eliakon wrote:That is the most absurd stance I have ever heard. Temporary imperviousness to something does not mean retroactive curing of it. Just like walking into a AMC doesn't instantly break all curses, it just puts them on 'pause'.
You can see it as absurd if you like; I probably wouldn't go that way, either. But it's a valid reading of the spell.
There is nothing in the book to suggest that you can halve the disease a second time.
NOR is there the slightest hint in the books that suggest that psi-healers are going to have some selfless desire to run around and saddle themselves with multiple illnesses for people.
Nor is there anything to suggest that you can't. Healing Touch doesn't specifically allow you multiple attempts; should it be interpreted as to be a single-use only psionic power?
eliakon wrote:And my point is that the powers have done practically nothing to make disease go down, AND they have all the threats of our middle ages AND all the threats of their world.
The idea that this would mean that they have LESS death is... counter intuitive.
Your "point" hinges on narrow interpretations of poorly written powers onto which you've placed your own restrictions. You've decided that guilds control magic to such an extent that no one can learn magic outside of their boundaries, but that's not evident from the text, and specifically contradicted by the book listing other sources of spells. You've decided that you can't attack a disease more than once, but there's nothing to indicate that's the case. You've decided that people with psychic powers won't want to use them to help others, despite the fact that the Psi-Healer OCC is specifically noted as being quite lucrative and well-respected for doing just that. You've decided that Cure Illness is useless, because it is written poorly, but Palladium is NOTORIOUS for writing imprecisely. You either have to decide that the words on the page were intended to be meaningless, and that a spell called "Cure Illness" actually does nothing, or that they were written the Palladium's trademark imprecision. If the spell is intended to be useless, that is one thing, but I do not think that is the correct interpretation.
The dangers of the Palladium World are exotic, but not particularly more dangerous than those of our world, evidenced by the fact that not only do people live there, but in many cases thrive there. Even the troglodytes, who have little magic and no psionics, do well in the narrow niche they carve out for themselves, surviving despite the depredations of kobolds and other beasts. An orc sword will kill you as dead as the sword of a human brigand... but your priest may be able to touch your skin for an instant and stop you from dying, or even, possibly, bring you back after you die. A dragon may kill you, but he's far easier to bribe than the bear that would do the same thing... and he may be willing to do favors if you pay him enough. The prayers your priest says over the congregation are efficacious at staving off disease, their blessing can prevent the water from killing you, and they may know the future or access great magics with relative commonality (a 4th level priest has a 42% chance of casting any spell his deity knows, provided the GM decides its warranted). And there's a not bad chance that 25%-30% of your town has preternatural powers, some of which will let them reduce the effects of injury, disease, poison, and a great number of other things.
If it's counter-intuitive, it's because you haven't thought through the implication of even a 5% drop in deaths when diseases might kill 75 million to 200 million people on a continent.