|
|
|
|
|
#1 |
|
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
So I have a idea for my setting that I am a bit stumped on. I have in my current party roster a PC-enchanter from what amounts to the enchanters guild of the setting. And after flipping through GURPS Thaumatology a bit the characters player asked me a question that made a odd sort of sense: Can a mage learn a "enchantment only" version of a spell at a decreased difficulty if their Magery doesn't have the "Enchantment only" limitation?
That is a darn good question! I am thinking yes, they can, the utility of the spell itself would be reduced enough that it would be a attractive option to "lab mages" who still want a versatility (i.e. have regular magery not enchantment only). This would mean that VH > H and H > A. Alternatively, what about a mage with the "Enchantment Only" option on their magery being able to ignore prerequisites? Still as always what does the hivemind think? Ghostdancer |
|
|
|
|
|
#2 |
|
Join Date: Apr 2007
|
Be a good option for designing a Magic Style out of the Thaumaturgy Companion to reorder pre-reqs for Enchantment Only versions... as for just doing it on the fly that'd be a GM call... I personally would still make them learn pre-reqs studying magic as written but if I took the time to design a style for it I might trim some of them for the style...
On the other point, I don't see why not. They could still learn regular spells having Magery but if they wanted to learn the Enchantment Only version of a spell just to enchant, I think that'd be allowable. |
|
|
|
|
|
#3 |
|
Join Date: Sep 2006
Location: Seattle, Washington, USA
|
IMO, a PC with 'enchantment only' as a limitation on Magery should get a significant discount (>50%) on the cost of Magery, but I don't see why learning the spell would be any easier (it's the same spell, after all...) or why they would be able to ignore prerequisites.
Spend the points saved by the discount on extra (discounted) levels of Magery and the relevant skill will be a point or two higher, which amounts to the same result. I wouldn't worry about it all that much, my experience with PC enchanters has been that the people playing them tend to find it unsatisfying once they realize just how much time the character will be unable to spend adventuring because he's busy working on an enchantment. Of course, I use the one-mage-day-per-point-of-energy rule, if you've modified that, all bets are off.
__________________
“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
|
|
|
|
|
#4 |
|
Join Date: Oct 2008
|
Has never come up in my games, But I would likely allow a enchantment only version of a spell as optional specialisation(thus one step easier making it average or hard instead of hard or very hard). But that spell would then only count as prereq to other enchantment only versions of spells not normal versions.
|
|
|
|
|
|
#5 | |
|
Join Date: Dec 2007
|
Quote:
|
|
|
|
|
|
|
#6 | ||||||
|
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Ghostdancer |
||||||
|
|
|
|
|
#7 |
|
Join Date: Dec 2007
|
It seems to me that enchantment is the higher order, more complex magic. By the principles underlying GURPS Magic, that one has to understand the basics before moving onto the more complex even if one doesn't use the basics for anything, making the enchantment easier to learn than just casting the spell seems wrong. But I have considered allowing enchanters who don't know a spell to work with people who do to create an enchantment.
|
|
|
|
|
|
#8 | ||
|
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Quote:
Quote:
Ghostdancer |
||
|
|
|
|
|
#9 |
|
Join Date: Jun 2006
|
It seems to me that to make an item that allows the spell to be cast, you would have to know everything required to cast the spell. It might make sense for those spells where the item does something different than that.
It's probably not a particularly efficient use of points even if you permit it. If you are planning to take more than a handful of them, you'd get the same +1 to them, plus whatever other minor benefits come with it, from buying 1 more level of Magery with the enchantment only limitation.
__________________
-- MA Lloyd |
|
|
|
|
|
#10 |
|
Join Date: Aug 2004
|
As an alternate way of doing this, and taking the Enchant spell out of play in the procedss, we making enchanting (Spell) a technique Defaults to Spell -7 (standard penalty for a Very Hard skill). You have to have the Tecnique known at skill 15/20 in low mana regions and the rules established for enchanting still apply otherwise.
This will have the in game effect of allowing any spell caster to enchant an item providing the technique is learned at a high enough level. Specifically, it's possible for a non-mage character who knows a basic spell to go into a High or Very High Mana region and enchant an item.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
|
|
![]() |
| Tags |
| enchantment, magic items, spells |
|
|