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Old 09-07-2010, 09:53 PM   #1
Proteus
 
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Join Date: Apr 2005
Location: Houston, TX
Default "Ghost Weapon" As Spell, Not Enchantment

Does anyone have any ideas on how "Ghost Weapon" might be changed from an enchantment to a regular spell? What would be a fair energy cost, etc.? (Is there a standard relationship between casting energy cost and enchantment energy cost?) How about "Penetrating Weapon"?

I'm trying to convert the new Clockwork & Chivalry RPG (based on Runequest II) to GURPS, and it has simple, temporary spell versions of both those GURPS enchantments. I've played with the idea of a spell which confers the Imbue advantage (since there are imbuement skills for both those qualities), but the mechanics don't work well for that either.

Thanks for any help, suggestions, or pointers anyone can provide.
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Old 09-07-2010, 10:55 PM   #2
Not another shrubbery
 
Join Date: Aug 2004
Default Re: "Ghost Weapon" As Spell, Not Enchantment

Check out the Necromancy spell, Affects Spirits, on p151 of Magic.
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