Quote:
Originally Posted by Whitewings
What are you trying to argue? That magic item will be more common? That magic items will be less expensive? Nobody's claiming otherwise. That's a logical consequence of the premise. Are you trying to argue that every single mage will become an enchanter because that's the most lucrative option? That's not how people work. Some will, but not all. Some, probably most, will have "make lots of money" as a lower priority than "build things" or "heal people" or whatever. Or are you trying to argue that magic item will be everyday things, like cars in our society?
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Generally, the reason not to sell the magic item you created and use it yourself basically comes down to wanting a monopoly on the spell (for whatever reason - IIRC
Overwatch's Mercy doesn't share her healing tech out of fear of it being misused, so the reason need not be selfish). Consider someone who wants to heal people. Such a character could create a wand of minor healing in 6 days, rest for a day, spend the next 6 days healing people, rest for a day, and so forth. IIRC, minor healing costs 1 FP per use, so she could do up to 48 healings a day (ignoring casting time) by healing, resting 10 minutes, healing, and so forth for an 8 hour shift. Over 6 days, that's an impressive 288 healings. Alternatively, she could create a wand of minor healing in 6 days, rest for a day, sell her wand to someone who has Magery but otherwise lacks the ability to heal, then spend the next 6 days making another wand while the person who bought her wand does the same 288 healings she would have done in those 6 days. She then sells that wand and starts on another, during which time 576 healings are performed, and so forth, adding 288 healings per week until her local area is saturated with healers (which may well happen after the first week, honestly), at which point she can start selling her wands to traveling merchants to spread healing elsewhere. And of course this is assuming each wand is only used by a single person - there's nothing preventing a team of folks with Magery 0 alternating shifts so that there's always someone available to use the wand.
It seems like what you want is a world where mages primarily function by creating a spell-casting item and then just using it themselves. As things stand, that's unlikely to be what you'll get - unless being a mage is associated with desire to keep whatever they make to themselves (which
is an option - perhaps Magery is strongly associated with such a personality trait), you're going to have enough of them be prolific enchanters to result in a world full of magic items, and with most "mages" likely just being folks with Magery 0 using wands they purchased from Ye Olde Magick Shoppe. If you don't want that, there certainly are fixes available (including, as Anaraxes noted, just ignoring the problem and fiating that the world works the way you want it to, Because Reasons, but that plan may not survive contact with the PCs).
Quote:
Originally Posted by Plane
T28 notes that enchanting is already an exception to the need for at least 2 people to perform a ceremony, so I don't think you'd need to bother with that enhancement if you took (B67) One College Only (Enchantment) -40%
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I believe the intent is that magic can either only be done via magic items
or via lengthy rituals.