07-28-2021, 02:03 PM | #11 |
Join Date: Nov 2004
Location: Niagara, Canada
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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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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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