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Old 08-22-2009, 06:25 PM   #13
Crakkerjakk
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Join Date: Sep 2005
Location: Albuquerque, NM
Default Re: Magic Weapons: Innate Attack vs Signature Gear

Quote:
Originally Posted by vitruvian View Post
If purchased magic items are as common as all that, it's hard to see how that can be if the costs aren't somehow reduced. Who's buying them all?

Like I said before, it's basically a factor of 10 you're looking at. As GM, you're more than free to say that the limits are higher for Quick & Dirty Enchantment, or that Slow & Sure Enchantment allows the input of 10 energy points per enchanter per day rather than 1; if enchanters' wages remain the same, you should thereby get 1/10 the time and therefore 1/10 the cost for most items.
My suggestion is to allow a whole bunch of modifiers for ritual casting. This lets you put more people into the ritual circle, which raises the level you can do Q&D enchantment at.

Additionally, let unskilled spectators contribute energy to Slow & Sure, as per Ceremonial Magic. Voila, the land of +1 swords.
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