03-08-2019, 10:49 PM | #41 | ||
Join Date: Mar 2013
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Re: Using The Magic Items Volumes With 4e
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Both you and the books seem to be assuming that Mages can supply no more then 10 energy, which I find rather odd. I also have to wonder if the critical rules you mention here actually apply to Enchanting. |
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03-09-2019, 01:42 AM | #42 | |||
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Re: Using The Magic Items Volumes With 4e
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With regards to the critical failure table in Enchangment Absence of evidence is not evidence of absence. More over when things differ significantly from the standard rules (such as 16 being success except when regarding enchantment where it is always a failure) the game tells you. For example, GURPS Religion goes out of its way to point out only an 18 is a critical failure for holy enchantment and all it does is destroy the item or force the cleric to abort the attempt. (R106-107) If you want powerful items fast and it exists in the setting, Syntactic Magic is the way to go. Last edited by maximara; 03-09-2019 at 01:51 AM. |
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03-09-2019, 02:37 AM | #43 | |
Join Date: Mar 2013
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Re: Using The Magic Items Volumes With 4e
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03-09-2019, 03:26 AM | #44 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Using The Magic Items Volumes With 4e
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Everything points to Q&A requiring the enchantment be done at the end of the hour. If Kromm or the books explicitly say otherwise cite them so we we can see if anything has come down the pipe that may have changed them. |
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03-09-2019, 04:12 AM | #45 | |||
Join Date: Sep 2006
Location: Luxembourg
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Re: Using The Magic Items Volumes With 4e
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Because he also said : Quote:
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03-09-2019, 06:52 AM | #46 | |
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Re: Using The Magic Items Volumes With 4e
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Rod of absorption (12th-level cleric, 16th level magic-user): Take a green shoot from an apple at harvest time. Apple is a lucky wood, able to store and release magic easily. Bury it in a cedar crate with a topaz the best stone for absorbing magic and the strongest magic item the maker of the rod had used in the last year. Clerics must also include their holy symbol. A limited wish must be cast now, to create a magical connection between the items in the crate. After one month, the topaz turns to dust and the magic item is ruined, but the rod is ready to be enchanted. If the rod takes the enchantment (see above for the process), then a second spell included in the instructions is read. The vellum on which the second spell was contained will burst into flames. The rod is run through the flames, and the command word appears on the rod. It is now ready for use. That is the kind of enchantment we are likely looking at in DF. But there's more. To learn a procedure like the above you have research and spend gold like crazy. (2,000 gp for additional 10% over your base 10% not to exceed 50%) Add it is slow research: "The minimum time spent on such research equals in weeks the minimum level a character must be in order to successfully make the item. A wand of magic missiles has a preparatory time of twelve weeks, a staff of the magi has a time of eighteen weeks, and so forth." Basically a wild mish mash of Natural Magic, Alchemy, Hidden Lore, and a few other things with a seasoning of Ritual Magic. You ain't speeding something like the above up. Heck, in my sheet of using standard GURPS Magic in D&D I effectively invoked Syntactic Enchantment as well as Enchantment through Age and Enchantment through Deeds for the more powerful stuff. Edit: That said Df adventure heavily implies that some Enchantment does work along the lines of GURPS Magic system: "Note to those with GURPS Magic: Costs assume that enchanted items up to 100 energy points are Quick and Dirty ($1/point), that more powerful artifacts are second-hand Slow and Sure items ($20/point), and that alchemical amulets are rare ($66/day, plus ingredients)." "Effects: What the enchantment does. See pp. B480-483 and Magic for details." That is a bare bones version of the GURPS Magic enchantment system. So contrary to what Kromm says DF (at least Adventures) specifically references the Basic Set version of the GURPS Magic system as the way magic items are created. Last edited by maximara; 03-09-2019 at 12:56 PM. |
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03-11-2019, 09:22 AM | #47 |
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Location: Sumter, SC
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Re: Using The Magic Items Volumes With 4e
I've gotten the majority of the Enchantment Cost table done (just have to add the notes and doubled check the values)
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03-11-2019, 10:27 AM | #48 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Using The Magic Items Volumes With 4e
In general I think enchanting should either be a use of character points (in which case it should be priced as a device that does the same thing) or be a flavor of crafting (in which case items should have a $ cost, not an energy cost).
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03-11-2019, 03:24 PM | #49 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: Using The Magic Items Volumes With 4e
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11yd down the hall==zero problem.
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Paul May | MIB 1138 (on hiatus) |
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03-11-2019, 03:28 PM | #50 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: Using The Magic Items Volumes With 4e
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DF and most setting's prices assume the average enchanter groups isn't 6 plus a bunch of boosting kit, but 3-4 and a couple of small powerstones and maybe a familiar each. Which is how big enchanter groups make the big money; Q&D at S&S prices==riches.
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Paul May | MIB 1138 (on hiatus) |
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