07-31-2017, 04:18 PM | #51 | |
Join Date: Dec 2006
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Re: High Magic Spells
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But yea, for a 'you start with a special piece of gear which may be destroyed or taken from you with no recourse' 16 points seems right to me. |
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07-31-2017, 04:21 PM | #52 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
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Quote:
For the OP: http://papermenplasticmonster.blogsp...ear_9.html?m=1 Last edited by sir_pudding; 07-31-2017 at 04:25 PM. |
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08-01-2017, 07:59 AM | #53 | ||
Join Date: Jul 2017
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Re: High Magic Spells
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It does not look like the DM wants us starting with a ship, so Signature gear and Wealth are out. Frankly I prefer the path of eventually making my own ship fly. |
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08-01-2017, 08:48 AM | #54 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: High Magic Spells
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As for Energy Reserve's source, it also appears in Thaumatology, under "'Magic Only' Fatigue", p. 50. So if your GM is using that, they might allow it. Energy Reserve actually turns up in a number of books, because it's such a useful advantage, especially for flavour. Personally, I think it's almost essential. |
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08-01-2017, 12:41 PM | #55 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
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08-01-2017, 01:02 PM | #56 |
Join Date: Feb 2008
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Re: High Magic Spells
Sorry for bad english.
Screw Magic, go for Gadgeteer Advantage preferebly the 50 points one. It is your inventor advantage, its from basic. You can make new spells, items and lot of other stuff with it, relatively cheaply. See if your GM doesn't mind this one.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
08-01-2017, 01:04 PM | #57 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
Inventing Ultra-tech anti-gravity (and a suitable power plant) is probably prohibitively expensive, and basically impossible, even with Gadgeteer, unless you are already at TL10+.
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08-01-2017, 01:16 PM | #58 |
Join Date: Feb 2008
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Re: High Magic Spells
Not tehnology good sir, magic invention.
__________________
My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
08-01-2017, 01:18 PM | #59 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
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08-01-2017, 01:37 PM | #60 |
Join Date: Aug 2007
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Re: High Magic Spells
Inventing an Alchemy item might work better than a Spell but anti-gravity paint is probably still going to be expensive in the necessary quantities.
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Fred Brackin |
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