Quote:
Originally Posted by hal
One thing that occurs to me is the idea that if you can have critical failures where it comes to spell casting, why can't you have critical failures while enchanting?
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That's just utterly standard GURPS Magic enchanting. Page 18 in 2nd edition
Magic for 3rd edition GURPS ("Success Rolls When Creating Magic Items"), p.17 in 4e's
Magic ("Success Rolls for Enchanting').
Quote:
Originally Posted by hal
This permits some "Bad" things to occur with any enchanted item such as possessed magic items, or items that are essentially cursed in some way against the user
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And that's the standard result from an
ordinary failure with Quick and Dirty enchantment:
3rd edition:
A failed roll means that the enchantment on the item is perverted in some way, or is an entirely different spell — GM’s choice. The caster will not know his spell went wrong unless he uses Analyze Magic or tries the item!
4th edition:
On a failure, the enchantment perverts in some way. It might acquire unpleasant side effects (see the Random Side Effects Table, p. B479), become an entirely different spell, or anything else the GM likes. The caster won’t know his spell went wrong unless he uses Analyze Magic or tries the item!