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#11 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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My preferred way to quicken it is to allow special super hard to get ingredients that act as X energy points for fitting enchantments.
Dragon hearts giving X points for fire items, for example.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#12 |
Join Date: Aug 2007
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Effectively a sub-set of Raw Magic from Thaumatology.
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Fred Brackin |
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#13 |
Join Date: Mar 2013
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The Q&D limit is determined by two things: 1) How many mages take part in the the enchanting, and 2) How much each mage can contribute.
The first is eaist to mess with. Magic assumes that each group is lead by a skill-20 master and skill can not drop below 15, each additional member is a -1, so normally you can only have 6 mages in a group. It is however easy to say that the +4 for non-combat applies, and I'm not too sure how big a bonus ASTROLOGICAL MODIFIERS can give, but call it +10. That's 20 mages. 2 is a bit harder. You need to decide how many FP the 'average' enchanter has, as well as how big an ER, then add them. This, times by the number of mages is the base line for the Q&D limit. This can be raised by allowing for Powerstones, mana organs and all other energy sources, but that gets kinda complicated and I'm kinda tired right now. |
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#14 |
Join Date: Oct 2015
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I have found an answer to my query, and this thread is kinda void now. Thanks for the suggestions everyone, there are some great ideas here even if I dont implement them.
The solution is to use ingredients among other things, which I am currently researching. Last edited by Jose; 11-08-2016 at 04:37 AM. |
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#15 |
Join Date: Feb 2008
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The base line for magic materials is that 1 character point equals to 25 energy points and that quals to 100 gurps dollars.
So if werewolves liver is worth 1000 dollars, adding it to enchanting supplies generates 250 energy. If you are a player and not the GM, Stuff of Raw Magic from GURPS: Thaumatology is the best sollution. Because it gives the GM good controll.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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Tags |
enchanting, magic |
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