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Old 08-09-2009, 08:45 AM   #1
Fred Brackin
 
Join Date: Aug 2007
Default Re: Powerstones

Quote:
Originally Posted by Captain-Captain View Post

ie there is a variant powerstone enchantment. For X energy per point you get a stone that recharges 1 point/hour in normal mana. 7/12ths (rounded to half a day) per point of recharge in low mana etc.
There were a few things in 3e. There was an Enchantment version of Charge Powerstone that boosted recharge rate but not nearly as much as you're interested in. It was not carried over to 4e Magic.

There was also an item from Magic Items I that boosted recharge rates by what was effectively one mana level.
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Old 08-09-2009, 10:34 AM   #2
Agramer
 
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Join Date: Dec 2007
Location: Zagreb,Croatia
Default Re: Powerstones

If you want endurance(repetitive casting of small cost spells) you need high skill 15/20/25 for -1/-2/-3 to fatigue cost / spell.

If you want to emulate bigger area effects you need Powerstones.

If youre Combat Mage in some Army...Powerstones are a must.

As PC Powerstones are interesting..:
-have 1 big Powerstone(Staff is good place and make it dedicated...for spells cast through staff = 2* power).
-have few 1 point Pwstones....to aid your regular spellcasting

If you have enough points take some of enchantment college and make Manastones.
again 1+ big ones for big are spells(or vs high SM creatures)
few small ones 1-3 strength to boost normal spellcasting

When making Mage I have often found that taking Wealth(and spending all,stating Im "travelling" and have no home) is very useful(from starting magical items to powerstones/manastones).

Quote:
Originally Posted by Witchking
That all being said it is far from gamebreaking and to a certain extent I bought it because as a "traveling" mage I could buy the raw gems...enchant up Powerstones while on adventure (1 hr Q+D casting before bedtime) and then sell the finished products later to keep a steady income. Like a job but more flexible.
As he said,this is brilliant idea.Since most worlds are rare magic/magic items your stones will fetch higher price and youll never have to warry about money.

Nice trick is also to get one big Manastone and take Enchantment sopells that you can pull off quick˛Dirty with your fatigue pool and that Manastone.

There is a lot of those and youll be selling Magic items in no time.

Manastone st 20 takes 100 fatigues to fill back up.
100 fatigues * 2 minutes(Recover energy at skill 20) = 200 minutes = 3h20min

Working 8 hours / day...with lunch break you can pull 2 spells off.

Example:
All +1 dmg,+1 acc,+1penetration on arrows,crossbow bolts
Carnocupia with 15 arrows(they respawn so youll never run out of arrows)
Small spell arrow( for 1 fatigue cost spells...example light spell...)
+1/+2 DR on pieces of armour,+1 DB on some pieces of armour
.....

If you have bigger manastone and/or another enchanter helps things quickly become interesting.

You can cast(with 20 point manastone/powerstone +10 fatigues from yourself):

-15 yard radius Create Fire (30 yards across)
-30 yard radius Smoke (60 across)
-30 yard radius Rain of fire (60 across) for 1d-1 dmg burn/sec
*for double cost dmg is 2d-2



Situation:
Lets say your skill is 15 with all spells
Youre defending Castle....main door is about to fall ...cracking from Ram hits.
Door is 5 yards wide = Area 3(if centered in middle)....
Not all defenders will be able to retreat to keep in time ,before overrun by invaders.
You stand next to wall by the door,covered by few shieldguards/PCs...
You lets 10-15 enemies enter inside and than cast :
Area 3 Glue spell = cost 9-1(skill 15) fatigues ,duration 10 minutes
Than cast Rain of fire area 3,double cost = 6(-1 skill 15) fatigues(2d-2/sec dmg)...
burning all to crisp inside doors...if few manage to pull out Guards easily dispatch them due enemy being already badly burned.

so youre safe for 1 minute:
Fatigue spent 8+5=13

9 minutes to go on glue....

Enemy backed off from entrance with smell of burned crisp bodies in air....

You cast Simple Illusion(1 to cast /half to maintain)..area 3 = cost 3(-1 skill 15)/1,5 to maintain(-1 skill 15 = 0,5 ftg/turn)...

you have spent total of 13+2 = 15 fatigues....
...9 minutes of maintaining Simple illusion(rain of fire)...0,5*9=4,5(round up)=5 fatigue....

...Youre running back inside Keep while maintaining spell...
Total fatigue spent = 15+5=20 BUT you have Recover Energy skill 20.
So during those 10 minutes -2 minutes(running into keep) = 8 minutes/2 minutes = 4 fatigues recovered.

So you have spent 20-4= 16 fatigues +1(for sprinting into Keep) =17

Assuming you have taken Fatigues from body first(to base of 4 fatigues..on 3 fatigues youre at half move/half dodge) and rest from Manastone...
::>You have spent approximately 6 fatigues from Manastone)

So with 6 manastone fatigues and your 6 fatigues(you have recovered 4) you have saved 100 defenders and gaved enough time to regroup in Keep.

Keep is tough nut..Siege continues....

12 minutes later you have recovered your bodily fatigue back to full...
Manastones 6 fatigues spent will cost 30 fatigues to fill up :> 60 minutes of work for you....

1 hour and 12 minutes later your Manastone is full and your Body is full....
:>>>> Lets see what mayhem can your Mage do now ;))
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Old 08-09-2009, 12:29 PM   #3
Kalzazz
 
Join Date: Feb 2009
Default Re: Powerstones

The thing with powerstones is

A - they recharge slowly
B - they dont play well with others

If you have a big house and mostly stay around your house, you can swap powerstones in and out easily. If you spend most of your time on the road, then, less useful at times

War mages definitely need lots of powerstones. I compare war mages to knights, a knight needs warhorse, heavy plate armor, weapons etc

A war mage needs powerstones. Lots of powerstones
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