Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-27-2021, 08:25 AM   #10
Whitewings
 
Join Date: Jul 2005
Default Re: Very variant spell magic

Quote:
Originally Posted by Varyon View Post
You may wish to bake that into your enchanting mechanics. Perhaps that 100 energy per day figure is only for personal items that are either difficult or impossible for others to use, while a slower rate would be in play for general-use magical items. The economic reality is that a healing mage could likely make far more money (and far more of an impact) selling healing wands than personally healing those who come to him with a 100 energy-per-day rate of enchantment.
One thing you’re forgetting: most items are only useable by mages, and that includes healing items. Well... mages or in some cases physicians of exceptional or even extraordinary skill. As for Halt Aging, someone who wants to create such an item needs at least two exceptionally demanding skills at 15+, Enchant and Halt Aging, which is master level, and at least nine other skills (Scroll and the eight other healing spells) to a level of reasonable competence. Add to the that the need for a fairly rare aptitude (Magery 2) and you have a meaningful barrier to entry.
Whitewings is offline   Reply With Quote
 

Tags
enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:59 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.