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Old 04-30-2015, 07:25 PM   #29
Grouchy Chris
 
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Default Re: Building permanent magical traps with GURPS Magic

Quote:
Originally Posted by jeff_wilson View Post
That's allowed. The trap-layer is the user, he uses the item to zap the target area in the usual manner and the effect starts or is activated but paused. The Link turns it on and off, but it's still the same use, just like the Link on p.131 lets the one use of Continual Light last 168 non-consecutive hours. The Power enchantments allow it continue in perpetuity like any other Always-On item.
It's not clear that that's not how an "always on" magic item works. P. 19 again: "These items don't let the wearer cast the spell -- they automatically cast the spell on the wearer at no energy cost." This suggests that "always on" items are not contemplated for anything other than what affects the user of the items. The FAQ, on the other hand, mentions both Flight and Deathtouch as spells that can be enchanted and Powered to reduce casting cost to zero, and Deathtouch is described as having the obvious interpretation as affecting targets other than the caster.

But however an always-on item that casts an area spell is to be interpreted, p. 19 of Magic makes clear that the effect ends when the user stops wearing or carrying the item. If the creator of the trap has to keep wearing the item in order for the trap to continue working, then it's not permanent in the same way an ordinary enchantment or a mechanical trap is.
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