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#4 |
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Join Date: Jun 2013
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So, reviewing the Enchantment rules for Sorcery, Enchanted Powerstones are a nonstarter, as enchanted items either a) grant the user the ability to cast the spell or b) grant the user the ability the spell normally grants outright, but require 1 FP per hour that it's on. Seeing as powerstones regenerate FP at a rater of 1 per day, obviously that doesn't work (also, someone would need to carry the stone around).
If what you want instead is an instant spell that can turn any item into an Energy Reserve for anyone who picks it up, I think your build just about does it - but the ER probably needs Affects Others or something similar so that those who pick it up can use it (otherwise, you're looking at something that can be cast on a magic item so that it can power itself). I think Cosmic: No Resistance is a forbidden trait (the target is always due at least one of an Active Defense or a Resistance Roll), however. Do note, however, that this ability makes a mockery of any sort of FP cost - any sorcerer who has it might as well just find some easy-to-carry object (a ring, amulet, etc), hit it with the spell a few dozen times (if using Alternative Rituals, the character can readily cast the spell once every second; if using the basic Costs Fatigue 1, the character can cast once per minute after one success, twice after two successes, etc; in either case, you can build up a heavy ER in short order... then do it again for a few other easy-to-carry objects), and away you go. You lose it if someone succeeds at Dispel Magic on it, of course, but you can quickly replace the enchantment. You may also want to double check your numbers. You have Permanent as +50%, when it's typically +150% (+300% if it's immune to Dispel Magic or other means of terminating it).
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GURPS Overhaul |
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| Tags |
| powers, powerstones, sorcery |
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