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Old 05-31-2012, 02:46 PM   #1
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default RPM - Enchantment

RPM - Enchantments
Currently you can get some pretty long durations for a spell by increasing the energy cost. Also this makes it harder to dispel or change the spell and you can go back and renew a spell later.
This fits many fictional and real life speculative of folklore magics.

However what to do about actual permanent enchantments such as seen in High Fantasy?
I have several ideas and am curious to see other people ideas or comments.

Consideration or base line points.
Duration is +22 points for a year, +1 per additional year.
Energy Accumulation is cumulative but not something that can be held over or stored. So to cast a Ritual you need to accumulate all the enrgy without stopping or resting.

Proposals
Sealing: This fits some flavors of magic and what your doing is locking in a spell so it is harder to dispel or change and makes it independant.
Effects: Sealing increases the final energy cost by *5 (applied after all other modifiers, including Greater effect multipliers) and is used with a Conditional Ritual or Charm.
It makes the spell independant and thus it does not count against the Mages Conditional limit.
Note: Sealing thus gives us a Q&D type process that allows you to create and sell minor one shot (or charged) magic items.
The cost can be pretty high but note that you can replenish your ER and energy accumulation can draw up some pretty decent amounts, especially compared to the standard magic system.

Battery: A Greater Magic effect that is used to create a battery of stored energy for an item. It can be used by the spell the effect is a part of, or it can be added as a separate enchantment to power something else. It can be recharged just as a mage would recharge thier own mana reserve. If it is added as a modifier to the casting cost it then allows 1 charge capacity per Effect (Battery).
If used as a separate enchantment then figure the cost as per Altered Traits using ER and possibly Regeneration (FP only), however the base cost of ER is changed to reflect higher cost of energy. ER is thus 10 energy per pt in the battery with Regeneration at normal price. Compartmentailized Mind (Controls) is sometimes added to an item, especially a larger item and this allows more fine control over casting the spell and it behaves less like a standard conditional Ritual and more like an actual cast spell. The item does not regenerate energy on its own without the Regeneration power added to it (often limited with accessability limitations to reduce cost) but a mage can refill it the same way they can refill thier own reserves.

Enchantment: This is like the Sealing effect above and includes all those rules and modifers except as noted below. You can create an item as a permanent enchantment. Some itmes simply have a long duration and can be recharged by reenchanting them (use bae cost before the Sealing modifier) while others have a separate Battery enchantment built into them. Battery enchantments can be used by any other spell on the item. They are easily recharged however so very valuable to have on a magic item.
This allows you to build an item that can cast a spell useing its own or the wielders energy at the effective skill the item was enchanted with. This is most useful to a mage when it has its own battery but even without that it still gives other mages the ability to use spells faster and with paths they may not know.
The duration method is typically for passive items while a battery is often added for instant type cast items or items where you may activate it for a set duration (using up the casting energy) and then use it again as needed if the energy is available. A trigger condition needs to be met to activate an item howerver most items can be used by anyone capable of activating the trigger.
An item can sense if the bearer has magery and that is allowed as part of the condition without adding another sense to it.

Effects: the cost is the same as Sealing, however it is a separate effect and energy is poured into the item using Daily accumulation Rituals. This means building the item takes signifcantly longer. However a mage may work on multiple items or do other things such as use thier own spells while not working directly on the item. You may put multiple enchantments on an item but can only work on one enchantment for each item at a time. Multiple people may contribute energy and it is worth noting that you do not get a penalty for cumulative efforts as this process is less stressful then the faster energy gathering method.
The primary advantage of the Enchantment effect is that you can build higher cost items then the Sealed method, however they take signifcantly longer.
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ritual path magic, thaumatology


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