02-16-2018, 12:04 PM | #11 |
Join Date: Dec 2013
Location: Noblesville, Indiana, USA
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Re: [DF] Magery And Effect And Healing Spells
Right you are. I didn't pay enough attention to the capitalization of the term Magery and Effect. M9 explains pretty clearly that although Minor Healing's spell description limits the energy expenditure to 3, higher levels of Magery can increase this cap. Major Healing is actually used in the example, which makes it clear. Thank you for pointing this out.
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02-16-2018, 12:20 PM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Magery And Effect And Healing Spells
The way it's supposed to work is like this:
If any kind of spell has N clearly quantized levels of effect, and you have M levels of the spellcasting talent that allows you to cast that spell (Magery, Power Investiture, whatever), you may cast that spell as if the allowed levels of effect were the higher of M or N. For instance, Minor Healing has three levels (characterized by 1-3 FP healing 1-3 HP) and Major Healing has four (characterized by 1-4 FP healing 2-8 HP), so someone with one to three levels of spellcasting talent casts them as written; a caster with four levels casts Major Healing as written but can go to 4 FP, healing 4 HP, with Minor Healing; and a magic-user with five or more levels can spend FP equal to level on either spell, healing the associated number of HP.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-16-2018, 12:26 PM | #14 | ||
Join Date: Dec 2013
Location: Noblesville, Indiana, USA
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Re: [DF] Magery And Effect And Healing Spells
After the helpful comments by sir_pudding, I have a better perspective with which to address this question now.
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More generally, I think the power source an item is enchanted with matters as far as which other characters could leverage that item. For instance, if a Cleric enchanted a wand of Minor Healing, then only a character with Power Investiture would be able to pick up that wand and be able to override the normal cap of 3 energy with higher levels of Power Investiture. A Druid or Wizard wouldn't be able to exceed the standard cap of 3 for Minor Healing. Does that help? |
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02-16-2018, 12:44 PM | #15 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Magery And Effect And Healing Spells
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If the item casts the spell by itself, the user's level of spellcasting talent is completely irrelevant. The items uses the rules for the spell as written. This is true even if its creator was very talented, as that person might have cast the spell that created the item but they're not casting the spell when the item is used . . . the item is, and items can't have Magery, Power Investiture, etc. Note also that the Dungeon Fantasy Roleplaying Game throws a curveball, in that any enchanted item can be clerical, druidic, or wizardly (to quote Adventurers, p. 117: "you get to specify whether the magic is clerical, druidic, or wizardly"). Even if a PC caster of a given type cannot cast a spell, powerful, off-screen NPC enchanters can manufacture out-of-realm items. However, that doesn't actually change my ruling at all . . . it just means that situations like a cleric finding a wizardly Major Healing wand and being unable to leverage Power Investiture are more likely to arise.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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02-17-2018, 03:04 AM | #16 |
Join Date: Mar 2013
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Re: [DF] Magery And Effect And Healing Spells
Thanks for that Kromm.
As for your response I believe that Minor/Major Healing are the only two spells where Magery And Effect comes into and can be cast without spellcasting talent. Of course this then makes me want to add D&D's Use Magic Device to GURPS, Hard or Very Hard skill? |
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