10-03-2013, 10:47 AM | #1 |
Join Date: Feb 2006
Location: Boulder, CO, USA, Sol III
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GURPS Magic - Weapons Enchanted With On-Hit Effects
I ran this past a GM a while ago and he vetoed the idea. So it is out for any of his games.
But it still seems like an awesome idea! And I am not sure if the rules allow it or not. The idea is a wizard's staff enchanted with Power, Link and Shatter. The Link is set to cast Shatter on every strike. This would of course be excellent for combat as with every hit the enemy's armor would take damage, eventually falling apart. It would also be great for intimidation, as the wizard would shatter paving stones each time he slammed his staff down while walking. The game balance problem is that the weapon gets a "free" extra attack that the user doesn't have to spend a turn casting. And if this was allowed more spells could be enchanted into the staff making it even worse. A Paralyze Limb, Deathtouch, Shatter staff anyone? But, in terms of the Magic rules, is a weapon strike a valid Link effect for an item's automatic spell casting? It seems that it should be. |
10-03-2013, 11:38 AM | #2 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
Read the shatter spell, if you don't do damage enough to break, it doesn't do damage. So, if the armor has DR4 HP10 and you roll 13, your spell failed, it's good as new. You can have a staff who do that, read below the spell, the cost to make one is 500FP, converting into $, we have $16500, however, you can't use shatter while at the same time attacking to harm the guy inside the armor, unless you have Extra Attack.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
10-03-2013, 02:20 PM | #3 | ||
Join Date: May 2005
Location: Lynn, MA
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
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I see no reason why you would need Extra Attack. The activation of a Linked spell has no attack requirement (unless that is what triggers your Link), it has no requirement of any action other than what may be specified in the link itself. Gilbertocarlos, what leads you to believe you need an extra attack? |
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10-03-2013, 02:28 PM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
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10-03-2013, 02:40 PM | #5 | |
Join Date: May 2005
Location: Lynn, MA
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
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But you certainly could just attack, and do normal staff damage (reduced by the target's DR) at the same time as damaging the armor for following attacks. |
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10-03-2013, 02:58 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
Weaken is once per hour. Rive in theory will do the job, except that you don't normally use the rules for object damage to damage armor. The other problem is getting the spell to go off as an on-hit effect. Based on Flaming Weapon (+2 damage = 0.6d), +1d6 burning damage (followup) would be 1,250 energy, and +1d6 corrosive damage (followup) would be 2,500 energy.
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10-03-2013, 03:59 PM | #7 | |
Join Date: May 2005
Location: Lynn, MA
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
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10-03-2013, 04:08 PM | #8 | |
Join Date: Feb 2006
Location: Boulder, CO, USA, Sol III
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
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If DR was included, it would be very difficult to Shatter anything. |
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10-03-2013, 04:12 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic - Weapons Enchanted With On-Hit Effects
Unfortunately, the spell does not specify how it's similar to weaken, so we have no idea if it ignores DR.
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Tags |
combat, enchanted items, magic |
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