08-10-2020, 08:43 PM | #41 | |
Join Date: Dec 2013
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Re: [Magic] New IQ/A Spells
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If nothing else, if the mage stays in one place and always seems to have money despite not holding a job, people will get suspicious... Edit: Plus, at some point (probably not too far off), someone's going to make their roll versus the counterfeit. So I see this as more useful for a mage who needs spare cash now, and is a little lax on the legalities. |
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08-10-2020, 08:49 PM | #42 | |
Join Date: Dec 2012
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Re: [Magic] New IQ/A Spells
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It would need different prerequisites, if it had any, but it already needs different prerequisites, since it's less effective than Enchant, but has Enchant as a prerequisite (most likely because the writers came up with Enchant long before coming up with Temporary Enchantment).
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08-10-2020, 09:02 PM | #43 | |
Join Date: Feb 2016
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Re: [Magic] New IQ/A Spells
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08-10-2020, 09:55 PM | #44 | ||
Join Date: Jul 2008
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Re: [Magic] New IQ/A Spells
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(What I'm talking about really is more like making Talisman or maybe even Amulet into IQ/A magic and stripping off the prerequisites. Which would be a big 'our magic diverges from GURPS Magic standards' decision.) Quote:
Temporary Enchantment is less of a grand spell than Enchantment, but what it does isn't 'Enchantment but worse'. It's 'Enchantment much cheaper, but it doesn't last'. That's a limited-value bargain if the goal is adding Cool Stuff to your gear list, but it might be quite helpful if you're actually trying to use it to solve an immediate adventuring problem. One could see temporary enchantments as the slapdash work of a hasty novice, but it's not unreasonable to instead cast them as the (hasty) work of somebody who knows exactly what corners to cut to deliver what they actually need rather than building for the ages every time. The latter fits reasonably well with how Magic handles it, though I don't know if that's actually related to how it came to be written!
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08-10-2020, 10:06 PM | #45 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: [Magic] New IQ/A Spells
Basic Maintenance
Regular Spell, Technology College Casting Time: 30 seconds Cost: 1 per 200 lbs (minimum 2) Duration: Instantaneous The caster targets an item and casts the spell, which performs all standard maintenance instantly once the casting is complete. Any replacement parts must be on hand and will be swapped out with worn components, but the effects of basic tools for the job are provided by the spell. This spell cannot refuel or repair damage but can restore the Malfunction rating to normal if it is due to lack of maintenance. There is a different Basic Maintenance spell for each small group of related items: Basic Maintenance (mechanical clocks), Basic Maintenance (Flintlock pistols), Basic Maintenance (nuclear jetpacks).
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GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 08-11-2020 at 08:01 AM. |
08-10-2020, 11:50 PM | #46 |
Join Date: Feb 2016
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Re: [Magic] New IQ/A Spells
Basic Maintenance (Destroyer) would allow a group of twenty technicians to maintain a destroyer without difficulty through ceremonial casting (Regular spells multiply cost by SM), so I do not think of that as a lesser spell. Perhaps 1 energy per ton (minimum 2 energy) instead?
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08-11-2020, 12:33 AM | #47 | |
Join Date: Dec 2013
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Re: [Magic] New IQ/A Spells
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08-11-2020, 06:17 AM | #48 |
Join Date: Oct 2010
Location: FL
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Re: [Magic] New IQ/A Spells
Another take on Least Enchanting:
Least Enchantment College: Enchantment Casting Time: as for Enchant Cost: as for Enchant Duration: until the item has been used once or 1 month, whichever is longer. Duration can be increased by a multiple equal to a multiplier on energy cost for Least Enchantment Allows enchanting Least Spells into items, but is only temporary for the same energy cost as regular Enchant. Cost for such items should be reduced as such enchanters are more common, the items are less valuable, and so the enchanters should receive a lower wage. Prerequisites: Optionally, one might still require spells from 10 different colleges, but permit Least Spells to fill this role. Enchanting (Spell) College: Enchantment, same as specialized spell. Allows you to learn a spell, but only for the purposes of enchanting, and only for use with Minor Enchant. It's energy cost remains as for the original spell: it does not use the standard enchantment costs of Least Spells. Specializations of VH spells may count as H and require Magery, at the GM's option. This second is essentially using the Optional Specialization route, which I think AlexanderHowl came up with. Prerequisites: as original spell, but prerequisite spells may optionally be replaced with Enchanting (Prerequisite). A whole ecology of spells which only work with other Least Spells could be built up. For instance: Least Dispelling Area; College: Meta As Dispel Magic, but only works on Least Spells. Optionally, it may also work on any spell where the caster has given you direct and explicit permission to dispel the spell, making it a Magic Cleanup spell for lackeys of overzealous enchanters. It might also work at -5 against spells cast by dead (not undead) wizards. Casting Time: 2 seconds per energy point spent Base Cost: 2 Duration: Instantaneous. Prerequisites: A GM might require prerequisites (12-15 other spells, perhaps), or leave it open as a cheap Magic-cleaning spell.
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08-11-2020, 07:59 AM | #49 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: [Magic] New IQ/A Spells
Edited the energy cost of Basic Maintenance to 1 per 200 lbs, minimum 2. This puts the limit of what an individual hedge mage could handle around 1 ton.
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08-11-2020, 08:00 AM | #50 |
Join Date: Dec 2013
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Re: [Magic] New IQ/A Spells
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