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Old 04-25-2009, 08:47 AM   #1
Yami Fowl
 
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Default Raw Magic, Magical Item Creation

Hey ppl,

I'd like to ask something, when dealing with magical itens, 1 point of raw magic can be spent for 100E in Magical Item creation...
Does that accelerate the making process?

I mean, if I'm using Slow and Sure, does me spending 1 Raw Magic Point means -100 days of work?
And on the Quick and Dirty, does it means more than 100E per hour?

Thanks!
(Btw, is there any other ways of creating magical itens beside those listed on Magic?)
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Old 04-25-2009, 10:50 AM   #2
Not another shrubbery
 
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Default Re: Raw Magic, Magical Item Creation

Quote:
Originally Posted by Yami Fowl
I'd like to ask something, when dealing with magical itens, 1 point of raw magic can be spent for 100E in Magical Item creation...
Does that accelerate the making process?
Insofar as an item costing 100 energy less will take less time, yes. If a mage wanted to enchant, say, a Create Air amulet (cost=200 energy), he could either gather up enough assistants so that his+theirs energy total [HP+FP+one Powerstone each] was 200, and then do a Quick and Dirty Enchantment that would take two hours. Or he and his assistants could do a safer Slow and Sure Enchantment that would take a total of 200 "mage-days". If the mage had a usable point of Raw Magic, it would reduce the final cost of the enchantment by 100 energy. The Q&D process would thus require only 100 energy from the enchanting circle, and would only take one hour. The S&S process would cost 100 energy also (obviously), and would thus take only 100 "mage-days".
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Old 04-27-2009, 08:27 PM   #3
Peter Knutsen
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Default Re: Raw Magic, Magical Item Creation

Quote:
Originally Posted by Yami Fowl
(Btw, is there any other ways of creating magical itens beside those listed on Magic?)
Sure. Manipulate the GM into giving your character special treatment.
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Old 04-27-2009, 10:21 PM   #4
munin
 
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Default Re: Raw Magic, Magical Item Creation

I agree with Not another shrubbery, plus here's a quote in support: "...there may be ways to speed up the process, such as ... Raw Magic..." (Th195).

Quote:
Originally Posted by Yami Fowl
(Btw, is there any other ways of creating magical itens beside those listed on Magic?)
  • Runic Enchantment (F25, F166)
  • Named Objects (F26, F132)
  • Fetishes (F26)/Gadget-limited abilities
  • Holy Relics (F26)
  • Craft magic (F160)/Enchantment Through Talent (Th198)
  • Meditative Magic (F161)/Devotional Enchantment (Th54)
  • Enchantment Through Age (Th110)
  • Enchantment Through Deeds (Th112)
Some of these are just variations of the two standard enchantment methods though. GURPS Thaumatology also describes many aids which might make enchantment (or spell-casting in general) easier: astrological events, prepared workspaces, magical catalysts, sacrifices, etc.
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Old 04-28-2009, 03:39 AM   #5
Yami Fowl
 
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Default Re: Raw Magic, Magical Item Creation

Thanks to all of you...
8D

I'll take a look on those other methods...
Btw, I can't convince the GM to give me special treatment...
I'm the GM... xD

I just wanted to know, for a campaign with LOTS of Magic itens, where things magical are common, if there was a faster way to enchant inside the rules...
8D
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Old 04-28-2009, 04:53 AM   #6
Randover
 
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Default Re: Raw Magic, Magical Item Creation

Most usefull but well hidden in thaumatology is to allow enchanting via material, or magical reargents. The basic cost is $4 per energy. One use of course.

Mages will still hesitate to do realy costfull stuff, but no problem with lesser enchantment.

Only thing left to solve is where this magical ingredients come from. (Normal stuff, diamond dust, or propably some special spells?)
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Old 04-28-2009, 06:55 AM   #7
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Default Re: Raw Magic, Magical Item Creation

Quote:
Originally Posted by Peter Knutsen
Sure. Manipulate the GM into giving your character special treatment.
'cause GMs are bad!
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