03-28-2019, 11:00 AM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Staff Spell Item Prerequisites
Note that MI3 is basically a thinly edited 3rd edition book, so the answer to "X is allowed in MI3" may well be "MI3 is wrong". The examples given would have been valid in 3e, which had a different description of the Staff spell; they're not actually valid in 4e.
|
03-28-2019, 12:52 PM | #22 | |
Join Date: Sep 2018
|
Re: Staff Spell Item Prerequisites
Quote:
There's no great reason why your wizard's staff couldn't have a protective butt be decorated with a spear head or a glave blade. I would presume that you cannot use the decoration to cast through so you wouldn't gain the benefit of Wizard's touch unless you touch with the organic part of the staff. |
|
03-28-2019, 01:39 PM | #23 | |
Join Date: Oct 2010
Location: FL
|
Re: Staff Spell Item Prerequisites
Quote:
The question about modifying prerequisites then mostly effects dabblers and such. I can easily imagine someone wanting to enchant a rapier or katana as a Staff for an elvish warrior-mage, and there are settings where it would be fitting. Here's another way to ask my central question (two parts): 1. Assuming all prerequisites were removed from the Staff spell and it was switched to 10 energy per pound (or 30 * (SM + 1), minimum 30 for another case I'm considering). How would you (ab)use it or expect it to be (ab)used? 2. If you were aiming for similar open endedness for the Staff spell, how would you go about it?
__________________
Formerly known as fighting_gumby. |
|
03-28-2019, 01:54 PM | #24 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Staff Spell Item Prerequisites
In the first case, I'd expect to see staff spells cast on ropes (or lassos) as that gets you the most reach, which is mostly what the staff spell is for. The second case has fewer obvious abuses as long as you compute SM based on maximum length.
|
03-28-2019, 03:44 PM | #25 |
Join Date: Mar 2013
|
Re: Staff Spell Item Prerequisites
Chain weapons have twice the reach of Staffs, one reason to be wary of using Sorcery with the normal system, such as in DF.
|
03-28-2019, 03:54 PM | #26 | |
Join Date: Dec 2009
Location: Saint Paul, MN
|
Re: Staff Spell Item Prerequisites
Quote:
Of course, if I remember correctly, the default Staff spell doesn't limit the staff to be usable by the caster only, so a sloppy wizard might end up getting zapped in reverse by a savvy opponent. |
|
03-28-2019, 04:11 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Staff Spell Item Prerequisites
Not unless you use a limiting spell. Passwording your staff would be the easiest.
|
03-28-2019, 04:58 PM | #28 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
|
Re: Staff Spell Item Prerequisites
As with any other Magic Item, whomever touches the staff first "controls" it (see the bullet points on GURPS Magic p. 19). Unless the Wizard loses contact with the Staff completely he will maintain control of the Staff enchantment itself, even if another Wizard grabs hold of his staff. In fact, grabbing a staff while it's in a wizards hands is an invitation for him to cast a Body or Mind Control spell on you that'll make you regret that mistake.
__________________
Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
03-28-2019, 07:06 PM | #29 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: Staff Spell Item Prerequisites
Quote:
Oil and gas are "once living" materials and certainly qualify. |
|
03-28-2019, 07:47 PM | #30 |
Join Date: Dec 2009
Location: Saint Paul, MN
|
Re: Staff Spell Item Prerequisites
|
Tags |
brainstorm, house rules, staff spell |
Thread Tools | |
Display Modes | |
|
|