05-18-2018, 06:41 PM | #1 |
Join Date: Aug 2004
Location: Buffalo, New York
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Pricing variant spells for GURPS MAGIC
Out of curiosity, and since this goes off the reservation so to speak, and consequently has no real RAW aspect to it, I invite people to comment on these thoughts strictly as if they were GMs answering how they would handle the circumstances below as if a player in their campaign were to propose the new spells as something their character wants to research...
The first candidate: POWERSTORE: This enchantment, for all intents and purposes, acts like the original POWERSTONE enchantment but for one important thing. It does not gather recharge energy as a normal powerstone would, but requires a recharge via a separate spell. Once charged, it takes on a restriction that it can't be recharged via spell any sooner than it normally could were it a standard powerstone. For example, a 10 point powerstore item requires 10 days to pass after being filled to capacity of 10, before it can again be topped off with a further 10 energy. Failure to cast the recharge energy spell does NOT quirk the powerstore item. Since it doesn't recharge like a standard powerstone, it costs only half of what a normal powerstone costs to enchant. General inspiration for this item? Used with intent to create DnD style wands requiring deliberate recharge to regain power instead of the power regenerating on its own per GURPS rules as written. |
05-18-2018, 06:48 PM | #2 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Pricing variant spells for GURPS MAGIC
Second candidate:
BANEFULL WEAPON: An enchantment spell that confers the vulnerability disadvantage to its intended targets. For example, it inflicts 2x damage to any humans it is used against. Still does normal damage to nonhuman tagets, but against humans only, does double damage. Variant of this would include the disadvantage of Dread, where the intended target class can't come within a given distance. How would you, as the GM, price the spell? |
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