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#1 |
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Join Date: Mar 2013
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I'm using Missile Spells, but this applies to any spell that uses the caster's level of Magery.
OK, Missile Spells allow you to put your Magery Level in energy for the first 3 seconds/turns. If casting from a Magic Item does this use your Magery or that of the person who created it? If not yours I'm guessing this is recorded as part of the items stats? I only ask because before there's never been a mention of this sort of thing in Magic Item stat blocks |
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#2 |
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Join Date: Jun 2006
Location: On the road again...
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I believe the intention was that such magic items are meant to let you cast the spell if you didn't know it, so it uses your Magery level for such things.
This is unlike That Other Game where wands are 50 charges of a spell with the power set by the creator. Mind, in That Other Game, the Craft Wand feat is a good investment because wizards get so few spells per day that they don't get to load up on combat spells, especially at lower levels.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#3 |
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Join Date: May 2005
Location: Lynn, MA
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I don't think this has ever been explicitly laid out in the RAW...
However since a Magic Item's Power is not influenced by Magery, nor is any other aspect of a Magic item so influenced, I would assume (and as a GM would rule that is was based on the enchanter's Magery. Rather than have to keep track of this separately, and due to the sheer skill levels involved, I would assume an enchanter's Magery to be (Magic item Power/5)... So for the magic item to function at all, it would have to be Power 15, and thus Magery 3, but if you've got a wand crafted by a master circle with Power 20, it would be effective Magery 4... However, it would be fair to say that exceeding limits is a privilege for those with Magery higher than 3 who actually know the spell. |
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#4 | |
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Join Date: Mar 2013
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Quote:
And for using the users Magery, what happens if they don't have any or only have Magery 0? |
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#5 |
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Join Date: Feb 2011
Location: Cambridge, MA
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Since these items are all "usable by only mages," I would consider using the users' Magery level to determine maximum level of effect. For a magic item that's usable by anyone, I like the_matrix_walker's solution (posted above).
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#6 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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I'd say that means they can't use it; Magery 1 is already a requirement on knowing the spells themselves for that reason anyway. "Yes you're a mage, but not a magey enough mage to use Ye Rod of Crimson Spheres."
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#7 | |
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Join Date: Aug 2007
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The second is part of the unresolved changes resulting from the alterations made to M8issile Spells in 4e. Most of the text involving the standard Magic system dates to a time when Magery 0 did not exist and an individual's level of Magery did not affect how Missile Spells (or any other Spells) worked. I know of no official answer. My personal assumption is that the level of Magery an Item uses is "baked" into it at creation. Having Items Enchanted by persons with unusually high Magery gives a reason why such items might exist instead of having a Mage user just spend a cp and learn the spell for himself.
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Fred Brackin |
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#8 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Unless they simply can't afford it. But even then I've seen characters go back and trade-up when the had the cash. |
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#9 |
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Join Date: Aug 2004
Location: Florida
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Again, from the GM's standpoint, finding ways to separate PCs from their money is not necessarily a problem. :)
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#10 | |||
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Join Date: Oct 2007
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Quote:
No Magery means they can't use "Mage Only" items at all, like (almost) all the Missile spell items. There are a couple of Missile spell items, such as Winged Knife, that aren't limited to mages due to how the spell itself works. Magery 0 means they can't put in any energy when messing around with (most*) Missile spell items, but they can "use" the items. This is because: Quote:
Quote:
Note that the entry under using Magic Items seems to allow the Power enchantment to help out by reducing the cost to get the first x dice. So if you have a Fireball Wand with Power 2, this interpretation would let you build a 2d fireball while putting in 0 Energy (the limit for Magery 0). Now whether you want to allow someone to use a Power enchantment every turn spent charging a single use (ie. up to 3x Power for 3 turns charging) or only once per use seems to be left open for interpretation. My initial feelings lean towards only using Power once per cast, but campaign style, setting and party composition could make the other option fair. *There are a few Missile spells that don't follow the generic Magery limit for Energy spent. |
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| Tags |
| magic, magic item, magic item creation |
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