05-28-2021, 07:20 AM | #51 | |
Join Date: Jun 2013
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Re: Very variant spell magic
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It seems like what you want is a world where mages primarily function by creating a spell-casting item and then just using it themselves. As things stand, that's unlikely to be what you'll get - unless being a mage is associated with desire to keep whatever they make to themselves (which is an option - perhaps Magery is strongly associated with such a personality trait), you're going to have enough of them be prolific enchanters to result in a world full of magic items, and with most "mages" likely just being folks with Magery 0 using wands they purchased from Ye Olde Magick Shoppe. If you don't want that, there certainly are fixes available (including, as Anaraxes noted, just ignoring the problem and fiating that the world works the way you want it to, Because Reasons, but that plan may not survive contact with the PCs). I believe the intent is that magic can either only be done via magic items or via lengthy rituals.
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GURPS Overhaul |
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05-28-2021, 08:20 AM | #52 |
Join Date: Jul 2005
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Re: Very variant spell magic
Mages wouldn’t have both. Most are Enchantment Only, others are Ceremonial. The latter are far less common.
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05-28-2021, 08:28 AM | #53 | |
Join Date: Dec 2007
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Re: Very variant spell magic
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Of course what you could do is incorporate tools as a ritual component. Said tools wouldn't necessarily be magic in themselves but if you don't have your wand or amulet or whatever then you're at a -10 to cast. |
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05-28-2021, 08:56 AM | #54 | |
Join Date: Jul 2005
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Re: Very variant spell magic
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05-28-2021, 09:49 AM | #55 |
Join Date: Aug 2007
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Re: Very variant spell magic
That your reduction of energy costs by a factor of 100x radically changes _which_ magic items will be created. Possibly even in a way you do not desire.
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Fred Brackin |
05-28-2021, 10:36 AM | #56 | |
Join Date: Jun 2013
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Re: Very variant spell magic
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GURPS Overhaul |
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Tags |
enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules |
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