07-30-2017, 03:29 AM | #21 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: High Magic Spells
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GURPS doesn't really have game worlds but the likely official settings won't alter the rules as written (RAW). If you haven't read the unofficial FAQ (it's among the first few threads of this forum) it's always good to reread - surprising what it contains and it gets updated.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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07-30-2017, 07:49 AM | #22 | |
Join Date: Jul 2017
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Re: High Magic Spells
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Thanks for proving the page number: "Ceremonial magic may not be assisted with Wishes, Luck, or Bless spells. In general, magic cannot affect or predict the outcome of a ceremonial ritual." It sure seems they are talking about the Luck spell, and not the advantage. I can easily see how a reasonable GM would ban the advantage use as well. How about this other "trick": Take the Doesn't Sleep Advantage. While the rest of the party is sleeping, you enchant (1 FP/day) and then adventure with them during the day without using forcing downtime on the group. * Also, thanks for all the help from everyone. Last edited by TimTimmy; 07-30-2017 at 07:55 AM. |
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07-30-2017, 09:25 AM | #23 | |
Join Date: Aug 2007
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Re: High Magic Spells
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Fred Brackin |
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07-30-2017, 09:40 AM | #24 |
Join Date: Aug 2004
Location: New Castle, PA (north of Pittsburgh)
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Re: High Magic Spells
One interesting side note is that GMs could use considerations like these to figure out what the character point total of their game out to be.
If they want to be able to have PC wizards who can have built up substantially enchanted and defended wizards' towers, then they have to think about the economics and power needed for a wizard to have been able to do that. This will lead to some seriously high point totals, of course. |
07-30-2017, 09:42 AM | #25 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: High Magic Spells
It "works," so long as the GM lets you take the the Doesn't Sleep advantage. If you can't get back to the item you're enchanting for some reason you lose the "days" casting (which requires two make-up days; p. 18 of Magic). If you're carrying the item with you and it gets lost or stolen you lose days castings until you can get it back. If it's broken while carrying it around it's ruined. If you're interrupted in the middle of the 8-hour "shift" while enchanting you not only lose the day's casting you are also fatigued (again, see p. 18 of Magic). If you try to put together a circle to do the enchanting all the other mages must be present during your nighttime castings, which generally means you need to go back to a base camp instead of adventuring around the countryside with an entourage. So there's a lot of risks to trying to enchant while adventuring.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
07-30-2017, 09:53 AM | #26 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
Doesn't Sleep tends to be one of those things that is only available as a racial trait in a lot of settings.
Really, if the campaign is supposed to feature enchanting you should probably just do it during downtime. You should ask your GM if they even want you to be enchanting in the first place, if they do, then you should make it clear that there needs to be enough downtime. |
07-30-2017, 09:58 AM | #27 | |
Join Date: Dec 2006
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Re: High Magic Spells
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As for how with ~300 extra character points you can build a caster who can make enchanted items quickly... Duplication is a good option of increasing your effective 'spell delivery', as is compartmentalized mind (and notably those will multiply together if you have both) |
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07-30-2017, 10:01 AM | #28 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: High Magic Spells
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GURPS Fantasy 1st Edition, copyright 1986 and written by Steve Jackson introduced the magic system for GURPS. This particular rule has remained unchanged since that publication.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-30-2017 at 10:29 AM. |
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07-30-2017, 10:26 AM | #29 | |
Join Date: Jul 2017
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Re: High Magic Spells
The Luck elixir certainly seems more magical than the advantage. The next sentence "In general, magic cannot affect or predict the outcome of a ceremonial ritual." would imply the Elixir to me. DM is the final call of course.
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Could you use you Compartmentalized Mind to be your own assistant? Do the above two get their own FP? and FP regen? |
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07-30-2017, 10:40 AM | #30 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: High Magic Spells
The Luck Elixir didn't exist when the rule was originally written (it is not in Fantasy 1e), and wasn't referred to as the Luck elixir until the current edition of Magic (older editions labeled elixirs by their Latin names first, with "Elixir of..." in parentheses after the Latin name). You guys are stretching it, but you are wrong. The intent of the rule is clear, you may not manipulate the final success roll of a Ceremonial spell or Enchantment. And it was written with the "In general..." clause to avoid the types of abuses you are trying to meta-game here.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-30-2017 at 10:57 AM. |
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