09-19-2022, 11:32 AM | #1 |
Join Date: Sep 2022
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Rune magic question
So I have a player who wants to play a 'Eldritch Knight'. Basically a warrior who will have the ability to put temporary runes on his weapons and armor.
Runes will be one use, then have to be retraced on weapon or armor, taking time. Like 10 min per point energy needed for spell. So something that will be done resting ect..generally not after every battle. Went thru Magic and Thaumatology, the rune magic in there didn't quite fit what was looking for. Was wondering if anyone else has come up with something. Thinking along lines of maybe Limited Magery (Preparation and Cannot maintain spells). That way would spend time putting runes on equipment (Rune Scribing skill), then could activate (having to take a Concentrate Action to activate each) in combat. Limit to maybe maximum # Runes to either Magery level (or Magery x2 since he is looking to have Magery 1-3 at best, probably 2). He is not trying anything 'game breaking'. Just like being able to put say Icy Weapon rune, Fire rune on sword, a Night vision spell on Helm, a +2 Str Might spell on Breastplate for example. |
09-19-2022, 01:59 PM | #2 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Rune magic question
My first thought is to go for a variant of imbuements from GURPS Power-Ups 1: Imbuements. I don't see any limitations in there that have an "eldritch knight" flavor, but you might apply a (hefty) limitation to the Imbue advantage.
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09-19-2022, 04:53 PM | #3 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Rune magic question
There is also a worked example for DF in Pyramid 3-13, reprinted in Dungeon Fantasy Pyramid Collected. I'm not sure of the limitation either but I'd either do that or lower the difficulty of the skills.
BTW, Imbuement does not require concentration; that would make it pretty weak.
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