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Old 01-13-2019, 10:09 PM   #30
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: How to Finance Slow and Sure Enchanting

Quote:
Originally Posted by edk926 View Post
Follow-up: You also are going to need Luck, or at the very least, the Stabilizing Skill Perk, because you will critically fail occasionally.
Luck is specifically not allowed to affect enchantments. 'tis sad, but true.

Note however, that Stable Casting (+40%) can affect enchantments based on the observation that allowing that in the game may drastically lower powerstone costs due to crit failures being avoided.

Note this fun thing however...

"Ceremonial spellcasting normally requires at least two participants. (Enchanting is an exception.) This enhancement lets you cast spells ceremonially all by yourself."

Note that the enchanting process is excepted from the limitation on ceremonial casting.

Now for the fun part if you will...

Those who are familiar with GURPS 3e, would note that in GURPS CLASSIC MAGIC, there were TWO methods for engaging in the casting of Ceremonial Magic. Before I go into that, it should be noted that Ceremonial Casting of spells has a requirement - that the caster takes 10x longer in the spell casting, and that the caster must have assistants.

What wasn't perhaps noted in its entirety is this...

The two methods are:

Circle.
Spectators.

Note the oddity of the word plus a period. That was intentional on my part, because that is precisely how it was set forth in GURPS MAGIC for 3e. You either engaged in Ceremonial spell casting with a circle of mages who were required to know the spell at 15+ to participate...

or

You had to have spectators supplying you with energy.

Nothing forbade a mage from using BOTH methods at the same time - but a Solitary Mage using say, 32 spectators, could cast a spell that required 20 energy - as though he had a skill +3 for that 20 point spell (ie 1.6 x energy for the +3 bonus of skill for energy).

The newer version of GURPS MAGIC did away with that definition. Why? <shrug> can't say.

The reality is - the rules for ceremonial spell casting changed drastically between editions, and people can either use the rules as written, use the older rules as written, or modify the rules using the rules for 3e in lieu of 4e where Magic is concerned in certain aspects.

The use of 1 mage provides 1 mage-day of labor per day of enchantment is a function of the rules as written. Advice on how to modify the rules as written to customize GURPS MAGIC would seem to imply that the GM can go with other options.

That is largely what the original poster seems to have intended by opening this thread - or perhaps it derailed a bit from his original intention.
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