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Old 12-20-2018, 06:32 AM   #34
Christopher R. Rice
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Faster Charms and Enchanting

Originally Posted by Icelander View Post
In that case, the requirement for a 'fragile object' is a special effect, not an important balancing limitation, right?
Not really, you could make a charm out of something that isn't breakable if you use the right conditions for it function (say a spell that senses an effect and then goes off). This is basically implied on p. 9 of Pyramid #3/66: The Laws of Magic in the Charms R Us box.

Originally Posted by Icelander View Post
So a Charm that took effect as soon as it was worn and provided some protection or the equivalent for the duration, could be cast on a durable object, as long as you needed to prepare it for the same time beforehand.
Yes. The person wearing it would be the subject of the spell and it wouldn't take effect until it was worn.

Originally Posted by Icelander View Post
The only thing that would change is that instead of being destroyed when the duration expired, the object would instead simply become non-magical at that point and if the caster wanted to use it as a Charm again, he'd have to re-prepare it.
Yes. In the past I've used the rules for Magical Patina (GURPS Thaumatology, p. 88), but treated years as times its been used for a magical spell as a charm, e.g., 10 times of casting a spell on a particular bracelet gives a +1 to casting rolls to do it again.

Originally Posted by Icelander View Post
Given that Charm objects are free, are there any pitfalls I'm missing here? Anything that will break (pun not intended) by not using breakable objects as Charm objects for a Charm where the duration starts immediately?
Nope. It's implicit that you can use non-breakable charms, but you have to be smarter for the conditions of the spell going off so breakable charms are just easier.

Originally Posted by Icelander View Post
Fair enough.
Otherwise it just gets weird.
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