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Old 07-28-2021, 02:03 PM   #11
DataPacRat
 
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Join Date: Nov 2004
Location: Niagara, Canada
Default Re: Throwing together some technosorcery styles

Welp, even if nobody else is interested, I'm still jotting down worldbuilding notes, and remain hopeful about receiving constructive criticism. :)

I'm fairly confident that I want to forbid quick-and-dirty enchanting, which, among other things, changes the costs of Powerstones (or Buffer Objects). Assuming I did my math and rounding correctly, I've ended up with:

FP or Tally: cost
1: $685
2: $1,400
3: $2,150
4: $2,900
5: $3,700
6: $4,500
7: $5,350
8: $6,200
9: $7,100
10: $8,050
11: $9,050
12: $10,000
13: $11,000
14: $12,000
15: $13,500
20: $19,500
25: $27,500
30: $37,000
35: $48,500
40: $62,500
45: $80,000
50: $100,000
60: $155,000
70: $235,000
80: $350,000
90: $510,000
100: $740,000


I'm also trying to guesstimate which of the Tower of the Sphinx spells would have the greatest economic or strategic impact, remembering that a mage can recover 8 Tally per day, and a fully-recovered mage can apply 30 Tally before worrying about Threshold. While there are plenty of spells that have tactical, short-term, or relatively minor personal uses, the larger-scale spells that have come to my attention include:

* Predict Weather: Spending 30 Tally every four days to get a 15-day forecast is going to do the farmers a world of good
* Rain: A 30-Tally burst covers a 300-yard radius with 1 inch of rain, about 1.5M gallons. Droughts seem to no longer be a worry.
* Truthsayer for negotiations, not to mention Mind-Reading, Mind-Search, Control Person, Loyalty, and Emotion Control. For a Magery 1 mentalist, we can add Oath, False Memory, and Enslave; at Magery 2, Compel Truth, Ecstasy, Permanent Forgetfulness, Permanent Madness, and Lesser Geas; and with Magery 3, Great Geas.
* Biomancers with Magery 1 can Cure Disease, with Magery 2 can potentially Halt Aging, and with Magery 3 can cast Youth.
* For long-range personal transport, at Magery 2 there's Cloud-Vaulting, allowing a hundred or more miles to be skipped over in a bounce.
* And finally, the reason the school's Headmaster needs Magery 3 is probably to ensure they can cast the strategic-deterrent spell Telecast, aka GURPS' version of "scry-and-die".

Next on my to-do list: Read up what's on offer for Alchemy, with the same strategic mindset. :)
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