08-11-2015, 06:28 AM | #1 |
Join Date: Apr 2013
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[Thaumatology] Sorcery] Enchantment rules and permanent potions.
So the sorcery book was wonderful, especially for the enchantment rules that I've always had missing from games because I didn't like the standard magic system, but I was disappointed where in the box on alchemy-
It said all permanent elixers are made to last one minute instead of permanently and there was no under the hood like there was for armor and shields to allow such enchantments anyway- I would have liked to be able to have permanent enchantments in general, rather than the 1 fp per hour 'usually on' sort of things- where else do I get my +1 plate cuirasses? As for the potions, what would be a good way to brew a potion to become immortal and not have the unaging go away after 1 minute? EDIT: Also this is slightly less related, but does the sorcery book also ban creating spells with an FP cost greater than one? It seems like it does but I might be misreading. Last edited by Kalminos; 08-11-2015 at 08:20 AM. Reason: Turned a reply into an edit. |
08-11-2015, 08:23 AM | #2 | |
Join Date: Dec 2012
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
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EDIT: For "Permanent Potions" I would go with adding Permanent to your spells: IE Potion of Immortality: Unaging (Permanent +150, Cosmic: Immune to Dispel Magic +50%, Magical -10%) [44] = $2816. This potion makes the imbiber stop aging. This can be undone by having the subject be subjected to a Remove Curse spell or by countering it with an "Aging Potion". EDIT: For "Permanent Enchantments" I am going to go a circuitous route and say check out the "weapon buffs" option #3. There seems to be no reason to not adapt this to other enchantments. If you want an enchantment to be permanent (IE not "usually on") just make it highly visible and bam, you're done. Also, just design the ability without FP costs and you won't have to worry about paying FP to maintain an enchantment. If I'm reading the Enchanting section correctly, it seems to be making all the Spells into enchantments which all have a default of 1 FP to cast. Take that off the spells and go from there. Last edited by A Ladder; 08-11-2015 at 08:37 AM. |
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08-11-2015, 08:46 AM | #3 |
Join Date: Aug 2008
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
To make something truly permanent, you use Truly Permanent, +300%, not Cosmic, not affected by dispel.
Otherwise, Im still crunching through the enchantment section and wondering the same thing as the OP. Im not going to houserule anything until Im done though. I also wonder if removing FP costs on items will really affect anything.
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08-11-2015, 08:59 AM | #4 | |
Join Date: Apr 2013
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
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Last edited by Kalminos; 08-11-2015 at 09:00 AM. Reason: Adding quote |
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08-11-2015, 09:22 AM | #5 |
Join Date: Oct 2008
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
That comes from the cost FP limitation on sorcery spells. So you need to remove that.
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08-11-2015, 10:26 AM | #6 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
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08-11-2015, 10:40 AM | #7 |
Join Date: Aug 2008
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
Ninja'd by the master with better answers. I bow to his superiority.
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08-11-2015, 10:45 AM | #8 |
Join Date: Apr 2013
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
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08-11-2015, 10:47 AM | #9 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
No, because that's not "truly permanent." It's "permanent." "Truly permanent" potions are exceedingly rare -- basically, the only things that come to mind are youth potions and lich potions. (And frankly, I'd be okay with a normal-cost, "permanent" Potion of Youth -- it'd keep you young forever . . . or until you got hit with Dispel Magic.)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
08-11-2015, 10:03 PM | #10 |
Join Date: Apr 2013
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Re: [Thaumatology] Sorcery] Enchantment rules and permanent potions.
I'm slightly disappointed we're falling to imbuements for buffing and enhancing existing attacks- It's kind of hard now to figure out how to make a sword of puissance that does +1 damage or whatever else because we have to dig through imbuements. Is there even such an imbuement in that book?
I suppose I might be going about this totally the wrong way, but I'm a sucker for having the 'bland' sort of magical weapons to be made by less skilled enchanters and the less creative alongside the cool ones that have projected attack and other interesting effects for the powerful artifacts. Edit: the same goes for accuracy. How would I enchant THAT? I don't want to use the default magic system's magic items because I don't like how the rest of that system works. Imbuements are clunky. Last edited by Kalminos; 08-11-2015 at 10:30 PM. |
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enchanting, sorcery, thaumatology |
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