Re: Unsuitable spells for Dungeon Fantasy
I nominate Mortiques Eliminating Illuminating Immolation.
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Re: Unsuitable spells for Dungeon Fantasy
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Re: Unsuitable spells for Dungeon Fantasy
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Why would you buy a regular sword from a smith, if you can buy a very fine one with a few basic enchants from mages at the same price? How would a smith support himself until he's skilled enough to pop the odd sword that can marginally compare to mage-swords? |
Re: Unsuitable spells for Dungeon Fantasy
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Then comes the question of why do I want to replace a perfectly well functioning guild of smiths? Especially since if the plan works and the mage guild effectively drives the smiths out of work then you also have to start doing all the mundane every day jobs smiths do as well. Such as cranking out horse shoes, iron nails for buildings, creating braces, repair work, etc,etc. Again wizards with the right spells could still do all of this but not without using up even more of their day. Especially since more people are going to be needing nails made far more frequently than swords of any quality. Then you have to look at the potential of politics to muddy the waters as well. Armies which are both equipped with V.F. weapons are going to be a pain to armor effectively since the bonus to damage is going to eat through light armor as if it wasnt their and even heavy armor is likely going to have to be enchanted as well if you actually want to consistently stop damage. The alternative being higher fatality and serious injuries after a fight. Secondly it gives commoners and militia forces potentially access to weapons equally as deadly as most high lords and knights weapons which is likely going to make said commoner and militia forces a bit more uppity than a lot of medieval lords would appreciate. Quote:
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Remember the 250 point templated wizards are going to be exceptional wizards most mages are probably not any more points than a commoner and are in the 25-50 point range |
Re: Unsuitable spells for Dungeon Fantasy
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Re: Unsuitable spells for Dungeon Fantasy
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Maybe that was what Fort was on about... heh |
Re: Unsuitable spells for Dungeon Fantasy
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Re: Unsuitable spells for Dungeon Fantasy
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On top of that, you need both a craftsman and a mage, and the spell is rather time consuming (though profitable). BTW, it's possible to read the spell's cost as having to be paid all at once (indeed, I think that's the sensible way to read it, given it's not cast until the work is completed), and that means big powerstones or ceremonial casting is required for any major project. |
Re: Unsuitable spells for Dungeon Fantasy
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Of course, the mages can wipe out everyone and take over, but then they'll end up with anti-mage rebels who'll need smiths to make VF swords to help chop up wizards. :P Quote:
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If this all destroys your suspension of disbelief, by all means wipe out all Smiths with fireballs and have mages make everything from horseshoes to very fine swords. Or divide up the work so smiths don't make weapons past a certain quality, only mages do, because they all have Inspired Creation and could undercut the price anytime a smith tried to buck the trend. But why would mages charge less than the highest price the market will bear? If they're already doing so, why lower the price to wipe out "competition"? In my games, it always seems like there are more adventurers buying weapons than Very Fine weapons to go around. But like I said, if this doesn't fly for you, wipe it out. But I think it holds up under a bit of scrutiny. |
Re: Unsuitable spells for Dungeon Fantasy
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Given their rarity, I would probably have most NPC enchanters be at least Comfortable, and possibly Wealthy to Very Wealthy, and just ignore the effects that would logically have on magic item prices. Maybe the difference is made up by them actually using the Meditative Magic method of enchantment rather than the Slow and Sure, at some nice advantageous rate such as 1 CP per 100 points of energy in the enchantment. Given that I would assume only about one working enchanter per a pretty sizeable area (county-sized or so), and that the rest of the +1 weapons and such in the magic shops are pulled out of ancient ruins, the lack of major economic dislocation pretty much explains itself; there are just too few enchanters working at any one time to have this effect, and they are careful to charge what the market will bear and maintain a nice standard of living. |
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