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Old 05-19-2024, 03:03 PM   #8
hal
 
Join Date: Aug 2004
Default Re: Structuring Powerstones

Quote:
Originally Posted by ehrbar View Post
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').


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!
I should have been more specific in my statement - as the topic of this thread is structuring powerstones...

Per GURPS MAGIC, a critical failure DESTROYS a powerstone.
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