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#1 | |
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Join Date: Jul 2013
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How would you model the stone having to be of a certain value?
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#2 | ||
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Join Date: Jun 2013
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Or, just say "Requires Valuable Gem -5%," and then come up with a scheme that works for how much is the most a mage can charge into an item of a given value.
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GURPS Overhaul |
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#3 |
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Join Date: Jul 2013
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Given the help here, and some from the GURPS Reddit, I've revised the spell. Please take a look and let me know how I should adjust it. Thanks.
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#4 | |
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Join Date: Jun 2013
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You still have Permanent Duration at +50%. It should be +300% if it's not possible to dispel, but you don't need to account for the two separately. I'm still not convinced No Resistance is legal, but given this is going to be applied to an object, I'd give it a pass. Duration/Dispellability, Resistance, Costs FP, Requires Skill Check, Sorcery, Touch Only, and Requires Valuable Gem should only be applied to the Affliction, not to the ER. Duration/Resistance doesn't make any sense on ER, Costs FP would render it useless (you have to spend FP to make use of the functional FP stored within), Requires Skill Check would mean you have a pass a skill check every time you want to make use of the ER, ER's are basically treated as having the appropriate Power Modifier at no additional discount anyway (so no Sorcery), Touch Only doesn't make sense (the user of the gem needs to be touching it to use it, sure, but that's part of Affects Others), and Requires Valuable Gem doesn't make sense (unless you want the powerstone to need to be in contact with another gem to make use of the ER). EDIT: Also, if you want Slow Recharge on the ER, you'll want to apply an appropriate Limitation on it (see Powers). Normally, it recovers at a rate of 1 per 10 minutes.
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GURPS Overhaul Last edited by Varyon; 04-13-2022 at 08:34 AM. |
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#5 | |
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Join Date: Jul 2013
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so for further levels, do you apply the cost for the affliction part? or is it just the Energy Reserve?
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#6 | |
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Join Date: Jun 2013
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Level 1: Affliction (Advantage, Powerstone* +39%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [66.4] Level 2: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [70.1] Level 3: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [73.8] etc That makes it [66.4] for level 1, and [+3.7] per additional level. The above construct, with Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; etc, basically says afflicting 1 ER is covered by the Sorcery Limitation, and each additional ER calls for +1 FP, using the rules for Limiting Enhancements (in this case, Limiting the "Advantage" Enhancement for Affliction). *Powerstone: Magic Energy Reserve (Spells Only -20%; Affects Others +50%) [3.9] EDIT: As an aside, note you can cut the cost down by [30] by getting rid of No Resistance Roll, and will probably be better off for it. Powerstone should probably count as a beneficial Affliction, in which case the target needs to pass an HT roll for it to work. Most quality gems probably have HT 10-12 (weaker ones probably have a lot of occlusions and the like, which is going to make them less valuable anyway), so at worst you're looking at a 50% failure rate. Being able to access the spell with a lower level of Sorcery, as well as saving [6] (as an Alternate Ability), are probably worth it for the small inconvenience of sometimes needing to cast the spell twice.
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GURPS Overhaul Last edited by Varyon; 04-13-2022 at 09:18 AM. |
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#7 |
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Join Date: Aug 2004
Location: Helsinki, Finland
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If you insist on building that, I would rather if you build it similar to the Enchant spell, with sacrificing CP and all that.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#8 | |
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Join Date: Jul 2013
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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| Tags |
| powers, powerstones, sorcery |
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