09-28-2009, 11:51 PM | #1 |
Join Date: Sep 2009
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Looking for rules for my different way of using magic
I am in a campaign and am making a character that is a magic user. My character however will use a different delivery method. He will have various crafted items which cast the spell. The character is capable of making these items but takes some time. So the advantage is he doesn't spend fatigue in the field but he has a limited number to uses until he has to make more.
I am trying to find some rules for using and creating these items. My gm said the idea is ok but wants me do see if I can dig up some rules for the power. Kind of what I am aiming for was- if you are familiar with it- Shippo's fox magic from the anime Inuyasha. This is a very close comparison to what I want to do just most of the items being single use items before I would have to craft another. Curious to see if anyone can dig anything up because I can't find anything very close to what I am trying to achieve. |
09-29-2009, 12:07 AM | #2 |
Join Date: Jul 2008
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Re: Looking for rules for my different way of using magic
There are reasonably good spells for this in Magic, under the school of Enchantment. You could just take solitary ceremonial magery so that you functionally can't cast spells in combat, and craft lots of limited-use items. There is a house-rule here that adjusts the price of Temporary Enchantment for greater sanity.
I forget how Magic does on encapsulating energy in items, though, if you don't want to give them built-in powerstones. Or, for a completely different approach, you could use modular abilities that are restricted to only grant one-use powers, and take time and such to replace to represent making the items.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
09-29-2009, 01:36 PM | #3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Looking for rules for my different way of using magic
Depending on power level, you might find Improvised Items (GURPS Thaumatology: Magical Styles, p. 25) useful.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-29-2009, 05:18 PM | #4 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Looking for rules for my different way of using magic
the victoriana conversion has a few premade, but they don't go much into detail about explaining it: http://sites.google.com/site/tectuct...rpscoversions/
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09-29-2009, 11:23 PM | #5 | |
Join Date: Sep 2008
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Re: Looking for rules for my different way of using magic
Quote:
If his only mode of casting is making these items, then a separate "Item-Crafting" Magery variant might be in order to allow the learning of spells that have Magery requirements. I'd call this variant 5 points for Magery 0 and then 5 points for each level of Magery past that, unless the OP doesn't want his character to possess the magic item detection abilities of Magery 0, in which case I'd charge 5 points for each level of that magery. I think it'd come to somewhere around that cost if you used Limited and Modified Magery from Thaumatology, but my copy's a whole five feed away and I just got off shift. Maybe I'm looking at this completely wrong and some variant of Limited and Modified Magery would do the trick without Improvised items, I dunno. |
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alternate magic, magic, rules |
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