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-   -   Economics of dwarven magic (https://forums.sjgames.com/showthread.php?t=160531)

Skarg 11-10-2018 02:27 AM

Re: Economics of dwarven magic
 
I haven't studied the new printing of the gate rules... do they now let light pass through? I thought they were always invisible, and the only way to see the other side was to stick your head through and hope that wasn't a bad idea.

malloyd 11-10-2018 04:58 AM

Re: Economics of dwarven magic
 
Quote:

Originally Posted by Skarg (Post 2221210)
The GM probably has them research a new spell and/or enchantment for the purpose, 100+ years before his campaign begins play, if he wants this to be a thing.

Or they could just learn the next spell in the college and cast Continual Light with the 6 cost for a "glare as bright as day". Or go several layers deeper into the college and learn Continual Sunlight. Oh wait, wrong game.

Seriously if you are looking at the economics of magic too deeply in any game system, it's probably not going to work well using the spells listed in the rules book. By definition those are optimized and priced for adventuring use, not economic utility. We've been having this debate since people started asking how Rock to Mud altered the economics of building dungeons.

hcobb 01-10-2019 09:47 AM

Re: Economics of dwarven magic
 
IQ 12 Knead Stone(T) The subject can mold solid stone with her hands as if it were wet clay. She can shape five pounds of stone per turn and needs to make rolls against the proper talents. For example 3/DX Potter to make simple stone jars or 3/IQ Architect/Builder to craft buildings that are structurally sound. Cost 1 and 1 per turn to maintain. Enchantment costs are the same as Invisibility save that three doses of Corrosive Poison are used instead of one dose of Invisibility potion each week.

A narrow path one hex long is four x four x seven feet, 112 cubic feet. At a granite density of 175 lbs/ft^3, this is ten short tons. It takes 41 (eight hour) days to mold this with a self-powered enchantment, so just use a pick.


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