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#1 |
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Join Date: Aug 2004
Location: Helsinki, Finland
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Hi,
I haven't seen any ideas on how to create magical items with the ritual path magic from MH1 besides the artifacts that give energy and magical charms for single-use items, protection charms and so on. So, how would one create a staff of fireballs or some other item with those rules? As far as I can see, it's not really possible. Any ideas on how one could go about creating magical items with RPM style magic?
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#2 |
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Join Date: Aug 2004
Location: Austin, TX
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I'd treat a Staff of Fireballs as a Greater Create Magic effect that gave an Burning Innate Attack and Compartmentalized Mind (Dedicated Controls) to a stick of wood. As long as the caster maintained the spell, anyone could pick up the stick and use its dedicated controls to launch the Burning Innate Attack.
Note that this is going to be a pretty expensive ritual (I'm eyeballing it at a minimum 60 energy, likely more) so magic items might be a bit rare. |
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#3 | |
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Join Date: Aug 2004
Location: Helsinki, Finland
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Quote:
As a side note, (it's always great to answer your own post), I had the idea that maybe permanent magical items are not about grafting magic into an item, rather than about using object's inherent properties in ways that are not possible for the magic-less craftsman. As an example, a magical sword might be a very fine (or super fine) blade, crafting of which was made possible by a spell that gives the craftsman an extraordinary (or, indeed, legendary) ability with his blacksmith skill.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#4 |
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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I've been thinking a bit about magical items that used the RPM rules, or at least a rough facsimile. So the item itself would be a bit like a Grimoire, channeling a certain effect or combination thereof. Of course, said effect(s) needs energy.
Now this could be done several ways: A simple approach would be a fixed energy number for the item, so basically you'd have charged item, e.g. a wand. Another approach would be recharging the item using a skill. You could use Thaumatology for some kind of mage's staff – or Sword Art for your magical weapon, doing arcane katas every morning so that you can unleash a special attack once. Or for a more sinister approach, treat your enemy's HP as energy (HP/2 probably), so that after slashing and hacking at your foes for a while, you can charge up your weapon, either increasing it's damage potential for a while or unleashing a horrifying "finishing move"/"limit break". One line of thought is a bit setting specific: I'm playing in the slightly steampunk-ish Iron Kingdoms, where there's "mechanika". Now a lot of that works via a combination of effect-producing "runeplates", powered by "energy accumulators". Which does sound quite familiar in the context of RPM… So constructing those items would use a parallel system to RPM, using lots of the same terms, maybe even with the same skills or at least defaulting to those. Which, by the way, is how I'd generally approach such a item-creation system: It doesn't need to actually use the RPM rules as written, but tie in with those. So creating an item isn't a "ritual" as per the definition of RPM, with all its rules and effects, but probably uses a lot of the same terminology. You're probably working on a timescale at least an order of magnitude larger, require some different skills in addition to Thaumatology etc, never mind expensive materials and laboratory settings. I could imagine just using rituals for some kind of super-charm that's still somewhat bound to its creator, but that looks more like a tribal mythological background to me ("Coyote steals Thulsa Dooms daughter"), where the material items themselves aren't that expensive/important. Call it a "boon". |
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#5 |
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Join Date: Aug 2008
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If you want to create a ritual that makes a permanent magic item, I'd probably start with how symbol magic is used for enchantment (Thaum p. 175). That's probably close enough to not require a lot of tweaking (if any).
__________________
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#6 |
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Join Date: May 2008
Location: CA
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In my Dungeon Fantasy with RPM game, I'm just going to be saying that the Heroes can't enchant items at all. Magic weapons and armor (ones that aren't just stolen directly from Artifacts or the Mythology pyramid issue) are going to be created with various quality modifiers, rather than the normal Magic rules (because I despise the normal Magic rules, including the normal Magic Item rules).
So something like a Flaming Weapon enchantment would be a +9 CF weapon modifier, etc. Other magic items (things like magic rings, whatever, or wands, etc) will probably be designed as Gadgets and then given a monetary cost based on their cost as an advantage. Something like $500 per point, so a Ring of Protection that gives +1 DB would be statted up like this: Ring of Protection - $6,000, 12 points Statistics: Enhanced Dodge (Breakable, DR 5, Not Repairable, SM-9, -30%; Can Be Stolen, Quick Contest of DX, -30%) [6], Enhanced Parry (Breakable, DR 5, Not Repairable, SM-9, -30%; Can Be Stolen, Quick Contest of DX, -30%) [4], Enhanced Block (Breakable, DR 5, Not Repairable, SM-9, -30%; Can Be Stolen, Quick Contest of DX, -30%) [2]. $500 per point sounds about right, both because that's what you can trade points-for-cash for and because it gets roughly correct prices. |
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#7 |
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Join Date: Mar 2011
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A couple methods
1) Using rules for training, and apply CP toward the appropriate gadget advantage. 2) Use RPM to give someone the appropriate advantage (staff of fireballs is innate attack) and add the correct gadget limitations. (Stealable, breakable) to make it permanent add enough energy to the duration that it lasts for longer than the campaign will last. |
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#8 | |
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Join Date: Aug 2004
Location: Austin, TX
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Quote:
A skilled caster, with Path of Magic 17, a grimoire of Wand of Fireballs +6, casting in a +2 Sacred Space, has a 75% chance of safely drawing 459 energy. Assuming 150 of that energy goes into creating a really nice Innate Attack advantage for the wand, that leaves 309 energy for duration, or 82 YEARS. And it only costs 109 energy to immediately extend that duration, doubling the usage period of the want to 164 years. He can do that with nearly a 90% success rate, even without a grimoire. Okay, 164 years isn't permanent, but it's close enough for practical purposes. Now you could make the argument that a skill-17 caster with a +6 grimoire and a +2 Sacred Space is pushing the bounds of reason, but enchanters are supposed to be really powerful so it doesn't seem too crazy to me. |
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| magic item, magic item creation, ritual path magic |
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