09-28-2011, 10:57 AM | #1 |
Join Date: Dec 2009
Location: Aarhus, Denmark
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Magic items with "charges"
In my current fantasy campaign, I'd like to give their mage a wand or staff or rod of some kind. I'm using the threshold magic variant from Thaumatology and in relation to that, I have decided that items have their own power tally.
I wish, however, to emulate a mechanic of magic item "charges", a bit like wands in that other game 3.5 and as seen in the Elder Scrolls games. Have anyone ever handled this before and could give some advice. My immediate idea is to make the number of charges equal to the default threshold number and have them being "spend" when it is reach. |
09-28-2011, 11:01 AM | #2 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Magic items with "charges"
You may find this post useful.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-28-2011, 11:13 AM | #3 |
Join Date: Dec 2009
Location: Aarhus, Denmark
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Re: Magic items with "charges"
Just what I was looking for. My thanks!
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03-05-2013, 06:46 PM | #4 |
Join Date: Apr 2011
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Re: Magic items with "charges"
Seemed simpler to bump an existing (if old) thread.
Is there a solution to this idea utilizing Ritual Path Magic? [Edit] Might have solved my own question. Just searched/found that stacking spells are restricted by subject, not by charm or such. Seems reasonable that you could create a wand and carve charms onto it, or for a more modern vibe use sticky labels. Use a spell, burn off a label/carving. Last edited by Gretik; 03-05-2013 at 06:52 PM. |
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