05-25-2021, 03:03 PM | #11 | |
Join Date: Jul 2005
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Re: Very variant spell magic
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05-25-2021, 03:17 PM | #12 | |
Join Date: Jun 2013
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Re: Very variant spell magic
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05-25-2021, 03:55 PM | #13 | |
Join Date: Jul 2005
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Re: Very variant spell magic
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Edit: Never mind, GURPS Low-Tech Last edited by Whitewings; 05-25-2021 at 04:16 PM. |
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05-25-2021, 04:41 PM | #14 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Very variant spell magic
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Also I think you mean Magery (Enchantment only) rather than One College (Enchantment) as the later would limited to just spells of the Enchantment College for anything requiring Magery 1+
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05-25-2021, 04:54 PM | #15 | |
Join Date: Jun 2013
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Re: Very variant spell magic
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Naturally, you'll have to decide a) what an appropriate wage for an enchanter is and b) how much you want to charge per point of energy. Personally, given the high skills required, I'd be inclined to give enchanters a high wage*, but note that makes it harder to justify an enchanter adventurer. *My general rule of thumb, based roughly on the professions from LTC3, is that skill 12 in an Average skill is enough for a Normal Job (supports Status 0). Each +1 to skill - or skill difficulty - is +1 step on the Size and Speed/Range table (x1.5, x2, x3, x5, etc) to monthly wage, and requiring an additional skill will shift things upward as well. This may end up making enchanters paid arguably too well, however.
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05-25-2021, 06:06 PM | #16 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Very variant spell magic
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If you then change the rate of Slow and Sure enchantment from the usual one point per day to something faster, such as Magery level points per day, that makes enchantments substantially easier and thus cheaper.
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05-25-2021, 10:04 PM | #17 |
Join Date: Jul 2005
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Re: Very variant spell magic
I've decided to change the prerequisites for Enchant to Scroll and any five other spells. There's no deep reason for this beyond wanting specialist mages to be a viable option and considering 84 CP in spells (assuming IQ 12, Magery 2 to be typical for the mage population as a whole) a quite sufficient barrier to entry (seriously, that's about eight and a half years of full-time study). Also, S&S takes 1 day per 100 points. So our conjectural average mage with Ignite, Seek, Create, Extinguish and Shape Fire will need just over two weeks to make the needed tools (I'd allow "modular" items, like a bracelet into which charms are inserted if the base item is first enchanted with Staff).
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05-25-2021, 10:31 PM | #18 |
Join Date: Aug 2007
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Re: Very variant spell magic
Oooh! 100 days to Halt Aging! :)
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05-25-2021, 10:49 PM | #19 |
Join Date: Jul 2005
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Re: Very variant spell magic
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05-26-2021, 10:45 AM | #20 | |
Join Date: Aug 2007
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Re: Very variant spell magic
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Halt Aging also only needs prereqs of 8 Healing spells and I've always assumed it was commonly learned by mages. Also note that there are _many_ items that are very desirable but seldom seen due to high numbers of pts required to Enchant them i.e. ST +5 for 7500 enrgy. If you hate the spell maybe you can do something with the Magery 2 prereq but in te standard system any Enchanter needs that anyway. If what you really want is a setting where everyone uses Wands of Extinguish Fire instead of buckets of water you may not be there yet. A posible alternative is to Enchant from Raw Magic Store from Thaumatology. the short version is that you get 100 pts for Enchanting for every 5 pts you spend and your supply recharges on a schedule set by the GM. This might make items of c. 500 energy cost (or whatever limit you set for Raw Magic) common but larger ones still rare.
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Tags |
enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules |
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