04-10-2024, 11:23 AM | #61 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Magic on the TL 3 battlefield
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How crazy difficult is it to Johnny One-Spell something like Wizard Eye? Or else, to enchant a magic item that is at least partially self-powered? I'm just thinking of real-world experts, and also high cost real-world technologies, and how a magical setting might result in at least some kingdoms willing to dedicate a mage specifically to a useful spell like Wizard Eye. Assuming enough of magic is understood so that rulers and/or wizards are aware that "If I study long enough, I can maintain the spell longer." I could see it being worthwhile for a kingdom to strive for such a wizard. If not for Wizard Eye, then for various other key spells. If Skill 20 is still too outlandish, then what of producing the Item form of Magic Eye* that was at least partially self-powered? A human knowing he's reached his limits is one thing, but if there's the Wizard Eye equivalent of a drone, with an established "battery life" and flight speed... well, that's more predictable. As in, plans can be made factoring it in, and determining wither it is worth the investment (massive as it could be). If this line of reasoning isn't completely faulty, it may apply to other Spells. Decades of study aren't always possible, but neither are they always implausible. *I remember there being one in Third Edition; if it no longer exists, apologies for wasting time
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04-10-2024, 12:22 PM | #62 | |
Join Date: Jun 2013
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Re: Magic on the TL 3 battlefield
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For an item, that's mage only and rather expensive - 1100 energy, calling for 1100 mage-days (just shy of 3 mage-years straight) of S&S enchanting. There's also a $1000 ivory carving of an eye and $600 emerald for the iris/pupil, but I'd imagine that's chump-change compared to paying 3 years' wages for an enchanter (likely with a premium for no days off*). I'm not sure what sort of price boost being self-powered would add, but I'd imagine it isn't cheap (although it might be compared to the 1100 energy). Partially self-powered wouldn't work unless you only need it up in the air for a few minutes at a time (or if there's a "partially self-powered" option that increases the length of time between maintains). *LTC3 has 25 workdays per month, for a 300-day work-year. Going off that, you'd be looking at 3.67 work-years, and I'd be inclined to boost that to 4 work-years to account for the mage(s) getting no days off during that long stretch of time. At TL 3, Average wage is $700 per month, or $8400 per year, so you're looking at $33,600... or you would be if an enchanter was of merely Average wealth. But enchanters should probably be Comfortable at a bare minimum, and their skill level suggests Wealthy or better**, so you need to multiply that by 2, 5, or even more. **LTC3 wages work out roughly to Average with skill 12 in an Average skill, then +1 on the Size and Speed/Range Table to income per +1 to skill. Easy skills are treated as -2 to skill level; Hard (and presumably Very Hard) are treated as +1 to skill level. Requiring multiple skills typically boosts it a bit more, but we'll disregard that here. Minimum skill for enchanting is 15 in a Hard or Very Hard skill, so that's +4 SSR above Average. +4 SSR is typically around x5, which matches with Wealthy. But then again, as I noted above, College Magic seems to assume a minimum professional skill of 15 for magic, so you might be able to justify an Average wage, but that seems like a stretch to me.
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GURPS Overhaul Last edited by Varyon; 04-10-2024 at 12:40 PM. |
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04-10-2024, 12:34 PM | #63 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Magic on the TL 3 battlefield
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I'm hearing that the create and then shape fire attack is slowed down and impeded by walls, but not as well as a wall-maker might hope, and you probably want a more complex structure than just a wall. Also, a floating wizard's eye might get around that if the wizard's eye caster controls the move fire. Quote:
Even if they don't, summoning demons won't leave them running around the countryside: they've got at most 1 hour. And yes, Elementals are more sure... but they're also double the cost, and nothing is really sure in war. Reckless, maybe. Never a good idea no matter what? I doubt that. Especially if you stand to loose everything if the battle goes wrong.
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04-10-2024, 12:35 PM | #64 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magic on the TL 3 battlefield
Normal difficulty for raising a hard skill to 20? The commonness of extreme skill levels is mostly a world building thing. Note, however, that skill 15 will allow for ceremonial casting, and ceremonial casting lets you swap out assistants; 22 unskilled assistants (two actually assisting at any given time, the rest recovering fatigue) is sufficient for unlimited duration. Alternately, RAW a wand of lend energy does not require magery to use, which means you don't need ceremonial magic and with skill 15 can make do with 10 assistants.
Last edited by Anthony; 04-10-2024 at 12:43 PM. |
04-10-2024, 01:10 PM | #65 | |
Join Date: Aug 2004
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Re: Magic on the TL 3 battlefield
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Wizard Eye can be maintained indefinitely at skill 20 for zero cost, providing the mage remains awake - as spell maintenance requires one to be awake. |
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04-10-2024, 01:22 PM | #66 | |
Join Date: Aug 2007
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Re: Magic on the TL 3 battlefield
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Even a simple failure on a Summon Demon should mean you didn't get the easy-to-boss around Demon with low Will whose True Name you carefully researched. A natural 18 probably gets you something with a sky-high Will, a Secret True Name _and_ able to stay as long as it wants. Summoning Demons is twice as easy as Summoning Elementals because Demons are expecting to take advantage of the process.
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Fred Brackin |
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04-10-2024, 01:31 PM | #67 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magic on the TL 3 battlefield
Summoning demons isn't twice as easy as summoning elementals anyway; both are 1 per 10 character points. Summoning demons is twice as easy as creating elementals. And the reason for that is pretty obvious: a created elemental automatically grants you an hour of service, and isn't limited by availability.
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04-10-2024, 01:37 PM | #68 |
Join Date: Jun 2013
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Re: Magic on the TL 3 battlefield
If you do hidden rolls, or if your players are good at separating player knowledge from character knowledge, an 18 probably means a demon shows up disguised as the one you tried to summon and acting as though they are appropriately-cowed by your might and speaking of their True Name... right up until they see a good opening to unleash absolute chaos.
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04-10-2024, 01:45 PM | #69 | ||||||||
Join Date: Nov 2004
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Re: Magic on the TL 3 battlefield
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That's an extremely generous reading, and one I think few GMs would accept. |
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04-10-2024, 02:19 PM | #70 |
Join Date: Aug 2007
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Re: Magic on the TL 3 battlefield
No, you cast the Shape fire right next to you and then move the fire where you want to. You only need to Maintain the Shape Fire at long distances and that's not a problem. Maintaining requires no roll.
You cast Rain of Fire right next to you and that's where it stays.
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Fred Brackin |
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magic, mass combat, tech level |
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