Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-18-2012, 01:01 PM   #11
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Fireball Wristband

There are some items in 40 Artifacts that work along these lines.

Last edited by sir_pudding; 04-18-2012 at 10:11 PM.
sir_pudding is offline   Reply With Quote
Old 04-18-2012, 01:51 PM   #12
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Fireball Wristband

Quote:
Originally Posted by Finalsora811 View Post
Ok now something a little more complicated. What about TWO wristbands that, when activated at the same time, make me have the Body of Fire meta-trait? Again, no FP cost to me, no Magery required, etc.
That just sounds like a bog standard Magic Item with Body of Flames enchanted on it and enough Power to make it work without FP*. A Body of Flames Item doesn't require Magery to use, so there's no need to even twist the rules there. The fact that the Magic Item is really a pair of jewelery items is more a special effect than anything.

*Body of Flames costs 12 to cast and 4 to maintain. There are two ways to do this; the first is to add 12 levels of Power, which is very expensive, but will allow you to cast the spell for free then maintain it indefinitely. The second method is to add 4 levels of Power and a Dedicated or Exclusive Powerstone worth at least 8 points. The initial casting will drain the Powerstone, while the maintenance cost is covered by the Power enchantment so the spell can be maintained indefinitely. The downside to this method is that the Powerstone must recharge after casting (though with a mildly large stone you can cast it several times before having to recharge).

Unless you're trying to build this as a Power instead of a Magic Item. In which case just take Alternate Form (Body of Flames) with appropriate Gadget limitations.
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.

Last edited by ericbsmith; 04-18-2012 at 02:08 PM.
ericbsmith is offline   Reply With Quote
Old 04-18-2012, 06:19 PM   #13
Finalsora811
 
Join Date: Dec 2011
Default Re: Fireball Wristband

Quote:
Originally Posted by sir_pudding View Post
There are some items in 60 Artifacts that work along these lines.
What's 60 Artifacts?
Finalsora811 is offline   Reply With Quote
Old 04-18-2012, 07:39 PM   #14
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Fireball Wristband

Quote:
Originally Posted by Finalsora811 View Post
What's 60 Artifacts?
He probably meant GURPS Dungeon Fantasy 6: 40 Artifacts.
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.
ericbsmith is offline   Reply With Quote
Old 04-18-2012, 08:14 PM   #15
jeff_wilson
Computer Scientist
 
jeff_wilson's Avatar
 
Join Date: Aug 2004
Location: Dallas, Texas
Default Re: Fireball Wristband

Quote:
Originally Posted by William View Post
I belieeeeeve, couldbewrongdonthurtme, that Kromm has stated that once an enchantment has all the Power necessary to cast and maintain it, non-mages can reasonably have access. I don't think they can do anything fussy with the spell once it's cast -- no good trying to do this with something like an ongoing illusion -- but for "point and shoot," it should work.

OTOH, Magery 0 means you shouldn't be able to use Missile Spells at all anyway, so perhaps I'm misremembering.
Kromm's ruling was for items that effectively confer advantages because they are always on from sufficient Power. The Fireball wristband would be more like a trap in convenient portable form, so it would need Fireball, Power, and Link to work.
__________________
.
Reposed playtest leader.

The Campaigns of William Stoddard
jeff_wilson is offline   Reply With Quote
Old 04-18-2012, 08:28 PM   #16
David Johnston2
 
Join Date: Dec 2007
Default Re: Fireball Wristband

Quote:
Originally Posted by Finalsora811 View Post
I'm trying to create a wristband that has the spell "Fireball" on it. However, I wanted the spell to be 1 second cast time, take no FP on my part, not require Magery to use, and do max damage. Is there any way to do this?
Are you a GM or a would-be PC enchanter?
David Johnston2 is offline   Reply With Quote
Old 04-18-2012, 10:08 PM   #17
Finalsora811
 
Join Date: Dec 2011
Default Re: Fireball Wristband

Quote:
Originally Posted by David Johnston2 View Post
Are you a GM or a would-be PC enchanter?
The latter.
Finalsora811 is offline   Reply With Quote
Old 04-18-2012, 10:11 PM   #18
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Fireball Wristband

Quote:
Originally Posted by ericbsmith View Post
What, your copy doesn't have the twenty invisible entries that only I can see? :)
sir_pudding is offline   Reply With Quote
Old 04-18-2012, 10:55 PM   #19
Anaraxes
 
Join Date: Sep 2007
Default Re: Fireball Wristband

It's only in your copy than Kromm intended to hide the extra artifacts, so only there does See Secrets show the extra text.
Anaraxes is offline   Reply With Quote
Reply

Tags
fireball, magery, magic items, summon spirit, weapon spirit

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:50 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.