01-04-2012, 11:47 AM | #11 |
Join Date: Sep 2004
Location: Canada
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Re: Powers as spells; Bless Plant
I dunno. It's pretty traditional to sacrifice a fattened calf or the fruits of the harvest for success at this years growth. At least this way it would have a fairly reliable result!
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01-04-2012, 12:02 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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The Quintensene/Vis or whatever option sounds goo too though unless a farmer comes up with it or a town seems like it would be still a rare spell. The stability point mechanic is there to keep a PC from using it to get rich. It is waived in the Feed the Masses prayer in Divine Powers. At waht point is it fair to waive it in a game? Especially if your using create to make money? I think its ok if the money represents a small part of your income, say a day? At that point the spell is more background material then a game breaker. Sounds good, too harsh, too lenient? |
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01-04-2012, 04:20 PM | #13 | |
Join Date: Nov 2009
Location: Oregon
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Re: Powers as spells; Bless Plant
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On the other hand, if you consider the nutrients provided by Essential Earth to be just as usable as normal nutrients, perhaps it doesn't have to be permanent. You'd cast it during the planting process, with enough duration to last for a season or so, during which time the plants would grow faster/healthier etc. At the end of its duration the earth goes back to normal, but the nutrients consumed were provided largely by the spell, so what remains is less depleted than it would otherwise be. Presumably this means that the process of the plants consuming nutrients and integrating them into their physical forms acted to "stabilize" the creation. While not strictly RAW, it makes sense, and would allow Essential Earth for fun and profit (but not a lot of profit, of course.) |
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01-04-2012, 04:34 PM | #14 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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Extended duration is explicitly forbidden as an enhancement. You could just use the points to stabilize it and pull them after a season or two, I doubt were talking many points here too. How much is good fertilizer worth? Hmm well maybe we are ;) But it also calls out that if its destroyed by being eaten you cant get your points back. The Vow RPK used in Divine Powers is specifically called out in Powers. So that was clearly in the rules and allowing someone to do this without pay would be fine based on the book also. However it gets called up for question when the mage is getting paid. For now I will allow the build (but still hoping for a better idea) but base how much you can create according to the mages wealth level and if it is more then a special effect he gets dinged. For example I see nothing wrong with buying wealth and saying your job is going around casting these and other spells and that is how you maintain it. That means your using one power to justify another advantage rather then getting something for free. |
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01-04-2012, 04:59 PM | #15 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
A tad outside the space time continuum...
What about regrowth? They do call it living soil <g> and in an Animists belief it could be considered alive. Its a pricey power that should have some use after all. Maybe need an affliction AF. Or hmm Affliction bonus to HT to represent the nutrients and such being put back in. I think the latter is a reasonable one but the regrowth could be a nice way to handle the Repair spell so bears thinking about using it on inanimate objects. |
01-04-2012, 06:45 PM | #16 |
Join Date: Mar 2011
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Re: Powers as spells; Bless Plant
Here's what I would do for creation pools:
One you can take a "job" storing "$" in your pool. Every 200 hours generates wealth level appropriate $ for your pool. Two you can get independent income that filters into the pool. Finally, every 800* hours spent filling your pool generates 1cp to be spent on either your wealth level, independent income or your create power. Now your players can fill their pool without spending precious CP, your economy isn't broken, and the players aren't rich, but people can make essential earth. |
01-04-2012, 07:21 PM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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If I make $1 an hour then 200 hours later I have $200 to put into the pool assuming I didn't spend it anywhere else. At $800 I would get (or rather trade in) 1 CP I could put towards my stability pool or a wealth advantage. Example TL 3 base $700 *2 for comfortable and divide that by 160 (I know 40 hour work weeks are unrealistic at TL3) for hourly rate of 8.75 So $7000 represents 1 CP and as long as I charge that much for a job where I use create and spend 1 CP on stability I break even. Do I have that right? |
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01-04-2012, 07:48 PM | #18 | |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Powers as spells; Bless Plant
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01-04-2012, 08:06 PM | #19 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Powers as spells; Bless Plant
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GEF |
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01-04-2012, 08:26 PM | #20 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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Though in truth my hedge guys use path/book magic in my current world. Powers as magic is for the more flashy and deadly stuff. |
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