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05-31-2020, 05:10 PM | #1 |
Join Date: Aug 2018
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[9] "Requires relevant spellcasting talent to use!" (Magic Items)
This note on page 14 of Magic Items applies to Concussion/Fireball/Lightning and similar missile spells.
Would that refer to needing some level of Magery in traditional GURPS terms? Pg 13 of DF Spells uses the phrase "spellcasting talent" when describing the "one or" amount of energy you can invest. While some spells have a fixed Talent requirement (ie "Magery 1" or "Magery 3") it seems like missile spells have sort of a floating talent depending on the amount of energy you want to put in... So when using a magical item, is the amount of energy that can be invested dependent on the talent of the wielder? Concussion (S15) and Stone Missile (S28) doesn't mention Magery 1 prereq like Fireball (S30) so I'm not sure how that would apply to Magic Item terms... I recall in GURPS that a Concussion or Stone Missile item were "mage only" (but I guess you just would only need Magery 0, not Magery 1, to invest 1 energy per turn?) but since this note is absent on MI14 would this mean non-mages could use a concussion-wand (since it doesn't need talent to cast, it doesn't need talent to use the item) but not a fireball wand (because fireball DOES need Magery 1 to cast, so it would need magery 1 to use the item) ? |
05-31-2020, 08:25 PM | #2 |
Join Date: Mar 2005
Location: Republic of Texas; FOS
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Re: [9] "Requires relevant spellcasting talent to use!" (Magic Items)
I think it’s referring to the 3 classes of magic, which you have if you’ve got the Advantage that goes with it.
The spell-casting talents are unique for each type if DFRPG: Druid (Nature’s Strength) Cleric (Power Investiture or Holy Might) Wizard (Magery or Bardic Talent) I don’t recall enough at this moment to sure about requisite levels for operating specific Power levels of wand, (1d fireball or 12d asteroid launcher) but I think that is up to GM or handwaved... I think Magery 0 is required for the ones that don’t specify anything else but are a spell effect.
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Our decades-old & rarely updated CarWars blog & Hotwheel conversion tutorial: North Texas Autoduel Association Last edited by LokRobster; 05-31-2020 at 08:28 PM. Reason: Forgot holy warriors |
06-01-2020, 02:57 PM | #3 |
Join Date: Aug 2018
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Re: [9] "Requires relevant spellcasting talent to use!" (Magic Items)
Yeah it's sort of a struggle to understand with items where normally the caster controls the energy/dice if it would be the item-designer or the item-user who would be designating that. That would be a factor for not just missile but also AE stuff.
Also with normal spellcasters you pretty much assume they know the energy costs of a spell (like if it could send them below 1/3 FP and have penalties, or need to burn HP, etc) but when muggles pick up enchanted items, do they necessarily know the FP costs they're committing to putting into the item when they choose to activate it? If we assume the baseline is that the user can freely designate the strength of effect (AE or damage or amount healed) then what sort of alterations might we make to items where the enchanter fixes the effect at a certain amount, for whatever reason? Like for example, a wand of Minor Healing which ONLY heals 3d for 3 FP. There might be some enchantment spell I'm overlooking (limiting?) but that would probably make the item COSTLIER to design, even though it limits the utility so maybe there should be an option for making it cheaper similar to Bane? |
07-05-2020, 05:13 AM | #4 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: [9] "Requires relevant spellcasting talent to use!" (Magic Items)
The idea that Magery affects how much energy you can put into a spell did not exist in the previous edition of DFRPG's parent system, where all spells had their own limit, usually three.
I would assume the wands (like scrolls) are generally limited by the Magery of their creator, which in DFRPG isn't generally tracked. Using three as the generic maximum per turn for missile spells should not cause any issue.
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08-02-2020, 08:51 AM | #5 | ||
Join Date: Sep 2008
Location: London, U.K.
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Re: [9] "Requires relevant spellcasting talent to use!" (Magic Items)
Quote:
In the case of magic items, I would say it depends. Different item types (casting; charged; etc) could have different rules, and there's no reason the GM can't vary individual item specifics within a certain category, of course. Not all magic items should be entirely formulaic, I feel. That said, I believe that you specifically looking at Casting Items in this instance. To quote from p.10: Quote:
Ultimately I think it's up to you. My preference is that not all items in any given category be identical, as it adds to the feel that magic isn't an exact science, but that's just me. Whatever you do decide, it's probably best to note in the item description (especially if like me you do vary the default behaviours from time to time) to avoid confusion or disagreement in future. How talent affects the level of effect, will definitely be something that your players will want to be able to determine with analysis of the item. Hopefully that has helped :-)
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Blog: After the Ogre - Notes from a DFRPG / GURPS Dungeon Fantasy campaign. Formerly known as Unwitting Pawn Last edited by Joseph R; 08-02-2020 at 08:59 AM. Reason: Clarification |
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