07-30-2017, 10:58 AM | #31 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: High Magic Spells
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Duplication definitely would count as an assistant, and would only recover FP while available and active. Compartmentalized Mind might count as an assistant but shares the same FP pool so I can easily see a GM ruling against it here. I can see it either way, though I lean towards allowing it as an assistant and say each compartment can draw enough incremental energy to participate effectively.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-30-2017, 11:18 AM | #32 |
Join Date: Jul 2017
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Re: High Magic Spells
Is the FAQ (with the luck info) published anywhere? Would a kind person please provide the link?
In case my motives are not clear, I am not a powergamer. In my uninformed opinion, the Gurps enchanting rules are woefully weak (certainly compared to the handful of games I am familiar with). I am trying to see if a well-designed character can reasonably use them (Crit-fail ruins all material and wastes your years of effort is not playable. I am hoping there isa way to mitigate against that). I am hoping Enchanting is not an NPC-only career. Note that most/all PCs will have to conform to a group's time-table and time off. All I am trying to do is find a way of making enchanting playable within the rules. I am also happy to dedicate half of my character's resources to enchanting. If you want to skip a few steps, my ultimate goal is to -somehow- have a flying ship. I thought the best way to do it is by enchantment. It looks like the best way to do it is to go "Wealth" and BUY it off an npc enchanter. Not a satisfactory answer (to me). Last edited by TimTimmy; 07-30-2017 at 11:24 AM. |
07-30-2017, 11:29 AM | #33 | |
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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07-30-2017, 11:37 AM | #34 | |
Join Date: Mar 2008
Location: Dallas, TX
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Re: High Magic Spells
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One idea that hasn't been mentioned yet is the article The Material Difference, from Pyramid #3/66. It covers enchanting in play by using magically potent materials to speed things up. |
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07-30-2017, 11:38 AM | #35 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: High Magic Spells
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07-30-2017, 11:40 AM | #36 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: High Magic Spells
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Your impression is correct. The default magic system is not really designed for PC enchanters to make major items. And lets face it Flying ships are major items. GURPS Thaumatology and various Pyramid articles see my thread in the Pyramid forum has additional material. In particular Material Magic is relevant. GURPS magic is designed to allow reasonably common spell casting but only minor items. A lot of magic items and major area castings would ruin any credible midevel campaign. Just as Technology reshaped the world so would a lot of magic. Other magic systems aim for different goals, play styles or power levels. Powers as magic is probably the best fit for making your own Flying Ship. However any method to procure a Flying Ship will be expensive because it should be in most settings. If it were cheap and easy to do then there would be a lot of them after all. A setting where that is desired is easy just call it TL 4+5 to make them as common as airplanes or 4+6^ or so if you want them as common as cars.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-30-2017, 12:35 PM | #37 | |||
Join Date: Jul 2008
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Re: High Magic Spells
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You might be able to get your GM to implement variants to change those things, though I probably wouldn't advise them to. You're not going to be able to rules-lawyer up a work-around though. Well, with one exception. You could mitigate the costs by coming up with ways to not care about those costs so much. Things like doing your enchanting in a pocket of accelerated time, funding it by breaking the economy with certain spells, and of course having resurrection insurance in place in case you kill yourself botching a Soul Stone spell. Your GM may not be amenable to these sorts of things, and you may not have access to the requirements for them. Quote:
One is that GURPS does not strongly assume that a PC is a member of a group of adventurers with a dense mission schedule. You could play a game that was closer to Ars Magica where all the mage PCs staying holed up in their stronghold for years on end is totally appropriate, for instance. This doesn't really help you because your game does, but that's not GURPS' doing. Another is that Quick-And-Dirty enchantment is definitely accessible to PCs if they're a bit on the powerful side, and especially if there are a few of them interested in it. Q&D won't help with the high-ticket spells you seem to be focusing on unless you're able (and allowed) to get a huge Energy Reserve or similar power supply, an enchanting circle, or both, but there are cheaper enchantment spells that can be useful. GURPS Magic expects major enchanted items to be high-value. If mages can knock them out in a spare day or two, that won't make much sense. It's not impossible to change that assumption, but it's a pretty big setting change. Quote:
Starting rich enough to buy it is probably the most practical way to go, but the Vehicles as Allies approach (which I think is probably introduced in Powers?) might also make sense - but it could be expensive because anything big tends to need a high point budget.
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07-30-2017, 12:38 PM | #38 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
Making a flying ship is akin to making a ship in the first place. You wouldn't expect a PC shipwright to knock out an 18 gun sloop-of-war working by themselves over a three-day weekend. You should expect it to be a long-term project for a sizable crew. You need downtime, and assistants.
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07-30-2017, 12:51 PM | #39 | |
Join Date: Aug 2007
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Re: High Magic Spells
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There are a couple of ways you could get a flying ship with character pts. If you insisted on doing it as an Enchantment that be in the fine print beneath the Flying Carpet Spell in Magic and I would not regard that as practical myself and I'm passing familiar with High Magic games.
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07-30-2017, 06:51 PM | #40 | ||
Join Date: Feb 2014
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Re: High Magic Spells
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Keep in mind that your enchanting PC will need to be skilled in all the spells you intend to enchant with. My PC mostly focused on making fortified essential metal armor. Quote:
edit: A viking longship 65 feet long and 6 feet wide would be roughly 78,000 energy. That does seem to be a lot of energy. Permanently enchanting brooms or other 1 square foot items are doable via quick-and-dirty enchanting. Last edited by Culture20; 07-30-2017 at 07:04 PM. |
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