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#1 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The simplest fix is to say, "Sure, why not?" and allow "Create X" and "Y to X" spells to work with anything that reasonably falls into the domains of X and Y . . . but also to do what GURPS Dungeon Fantasy and the Dungeon Fantasy RPG do and say that anything created this way lasts for one day unless irreversibly consumed (e.g., air is breathed, water is swallowed, or coal is burned). The spells that do this don't count as "on," nor can they be maintained (or for that matter, canceled early) – they just don't last forever. It follows that Detect Magic, Mage Sight, etc. could distinguish the resulting materials from "natural" ones, so short-term scams would be easy to catch – and in my campaign, ordinary merchants without spells would routinely use a cheap alchemical elixir that works like a counterfeit banknote detection pen!
Could truly permanent creation be possible? Sure. Call it an enchantment version of the same spell, at some huge multiple of the usual energy cost. Even if cubic yards of gold or huge diamonds are possible, I doubt mages would spend months or years investing thousands of energy in the task. If they want to get rich, there are easier ways.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 | |
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Join Date: Dec 2009
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Quote:
I had the idea to have it randomly revert back after it is hit by a random local no-mana wave (*insert some magical mumbo-jumbo here*). It normally only can happen after a month. This makes eating some magical food fine, but you cannot live on it forever. Conjured valuables (or stone) can be detected by magical aptitude or elixirs and distributing them without consent is punishable as counterfeiting. It might however, still be feasible to create temporary manastones. |
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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
For me, "consumed" is "gone." You eat food, drink water, or breathe air and it's gone, transformed into vital essence. You burn fuel and it's gone, transformed from solid or liquid to gas. Whereas tarnish and patina are just materials getting old and showing the magical traces of their long lifespans.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 | |
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Join Date: Aug 2004
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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In general if magic allows creating items of value, you should decide how wealthy you think a creation specialist mage should be, and then either adjust the price of things in-setting to match, or adjust how the spells work so the creation mage won't become wealthier than that.
Given the wide variety of tricks available for offsetting fatigue costs in GURPS Magic, a simple rule that accomplishes the latter is to just set a minimum fatigue cost for creating permanent things with magic equal to the monetary value of the thing. |
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#6 | |
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Join Date: Jun 2006
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Quote:
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-- MA Lloyd |
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| Tags |
| gems, gurps magic, spell |
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