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

Reply
 
Thread Tools Display Modes
Old 04-23-2024, 08:08 AM   #1
Anaraxes
 
Join Date: Sep 2007
Default Re: A magical sailboat

Essential Wood: improve strength and durability

Lighten, if you're willing to extend that from just armor and shields. Every pound the craft is lightened is another pound of potential payload. Also helps greatly with portaging a canoe or beaching a small boat.
Lighten Burden: lighten the payload itself

Find Direction, Tell Position, Tell Time: Navigation. Not necessarily to enchant the entire craft, but a high-magic society might well enchanted part of it, analogous to a compass binnacle.

Test Load, Measurement: The cargomaster would find a tool that supplies these to be useful.

Divination: Weather, of course, but there never was a merchant that wouldn't have wanted to be able to predict prices and availability of goods. Maybe that lucky eye on the bow sees more than we thought...

Weather: lots of useful spells, especially if you allow "portable" area spells for vehicles
Anaraxes is offline   Reply With Quote
Reply

Tags
enchanted items, magic item creation, spell, vehicles

Thread Tools
Display Modes

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 09:09 AM.


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