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Old 11-20-2017, 03:57 PM   #1
Drakyrias
 
Join Date: Nov 2006
Default Wild Mana Generator and Enchantment

Using Celtic Myth the Sidhe advantage Wild Mana Generator allows all spells they cast to only cost 1 fatigue/energy. Does this transfer to the cost of spells they enchant onto items?

i.e. If you enchant a belt to allow a wearer to cast Partial Shapeshifting Scorpian's Tail, would it still only cost 1 fatigue/energy even through its no longer a Sidhe casting it.
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Old 11-23-2017, 05:07 PM   #2
Curmudgeon
 
Join Date: Sep 2011
Default Re: Wild Mana Generator and Enchantment

Quote:
Originally Posted by Drakyrias View Post
Using Celtic Myth the Sidhe advantage Wild Mana Generator allows all spells they cast to only cost 1 fatigue/energy. Does this transfer to the cost of spells they enchant onto items?

i.e. If you enchant a belt to allow a wearer to cast Partial Shapeshifting Scorpian's Tail, would it still only cost 1 fatigue/energy even through its no longer a Sidhe casting it.
A spell in Celtic Myth costs whatever its fatigue cost is. The Wild Mana Generator advantage doesn't change the fatigue cost of the spell as such; it allows the Sidhe to cast the spell at a cost of 1 fatigue/energy. Thus, the Sidhe could presumably pay only 1 fatigue/energy to enchant the spell Create Fire into an item rather than the 300 (assuming Quick and Dirty enchanting is used, it's uncertain that would be the case for Slow and Sure enchanting but a Sidhe with Wild Mana Generator doesn't need to use Slow and Sure). The Create Fire spell in the item would still cost 3 fatigue for a 1-yard radius, 6 fatigue for a 2-yard radius, and so on to cast (and half that cost to maintain).

If the spell in the item were to be cast while in the area of effect of a Wild Mana Generator, whether it was generated by the creator of the item, or by a different Sidhe, the spell in the item could be cast at a cost of 1 fatigue/energy (regardless of the size of the area affected?) but otherwise normal fatigue costs would apply. This is implied by the remarks about Sidhe magic items being severely limited in the hands of humans as the spell must be powered by the user, with no powerstones being available (Magic Items and Enchantment, p. CM90).

One other thing, the world of Celtic Myth is a high mana world. Analogous to the rules for magic items made in normal mana areas being reduced in Power by 5 when moving to a low mana area, I would rule that most Celtic magic items need a minimum Power 15 to work in a high mana area, but must be minimum Power 20 to work in a normal mana area and minimum Power 25 to work in a low mana area.
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Old 11-24-2017, 08:04 PM   #3
Drakyrias
 
Join Date: Nov 2006
Default Re: Wild Mana Generator and Enchantment

Thank you, very helpful.
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