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Old 09-05-2015, 02:44 AM   #1
Strabo
 
Join Date: Jun 2012
Default RPM and range penalties; Sorcery enchanting and different materials

I really like both of the magic systems, but I have a couple of questions.

1. Does an RPM caster receive range penalties on the Quick Contest to resist the ritual?

2. GURPS Thaumatology - Sorcery lists several EP multipliers for different types of items. What would be a good multiplier for, for example, a lantern? Since it's metal and is carried in a hand, I assumed that the multiplies of "Weapon, Metal" is fitting. And what about weapons/armor/items made not out of wood or metal? For example, an orichalcum weapon would have different DR and HP than listen in "Weapon, Metal". Should I consult the gadget limitations to get a fitting multiplier for such cases?
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enchanting, ritual path magic, sorcery


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