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Old 12-10-2010, 09:16 AM   #1
jamesfoxbr
 
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Default [Magic] Enchantment Power

The Enchantment Power (M57) say: "Each point of Power reduces the energy cost to cast or to maintain any spell on the item by one"

This mean if I have two or more spells on the Magic item the Enchantment Power 2 Reduce 2 points to cast and maintain each spell of the magic item?
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Old 12-10-2010, 09:23 AM   #2
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Default Re: [Magic] Enchantment Power

Yes. Because those spells aren't cast at the same time but individually. In the special case of spells that are able to be cast at the same time, then the Power enchantment would apply to the total cost to cast, not each spell seperately.
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Old 12-10-2010, 09:29 AM   #3
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Default Re: [Magic] Enchantment Power

My friend made a magic item with 2 magics and 2 points of Power and the cost of each magic to cast is 2. This not make the two magic "always on"?
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Old 12-10-2010, 10:33 AM   #4
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Default Re: [Magic] Enchantment Power

Yes...
That is why Enchanment must be something very well coordinated between player and GM, to avoid abusive use...

This case of item, is very aceptable, but imagine what would be dealing with a Power 5, Speed 1 enchanted item with multiple 1s spells added to it?

Power and Speed are very powerful enchantments which must never be learned lightly in-game. As a GM I usually require quests and long term researches to develop or learn those...
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Old 12-10-2010, 12:47 PM   #5
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Default Re: [Magic] Enchantment Power

Quote:
Originally Posted by Yami Fowl View Post
Power and Speed are very powerful enchantments which must never be learned lightly in-game. As a GM I usually require quests and long term researches to develop or learn those...
Why? Their utility is what will ensure their proliferation, and the existence of such items will ensure that IQ 9 mages find employment wielding mage-only items in dangerous circumstances, while mages who can cast Power stay comfortably at home.

GEF
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Old 12-10-2010, 01:24 PM   #6
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Default Re: [Magic] Enchantment Power

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Originally Posted by Gef View Post
...while mages who can cast Power stay comfortably at home. GEF
I couldn't agree more if that was the case...
But when the case is a Dark Wizards creating a Power 5 Staff, with Speed 1 and enchanting the item with a linked (through adjustable spells) flame jet, acid jet and light jet would be a very great problem...

Of course, if the GM does not allow you to adjust a spell prior to enchanting (I allow it by making so that the item always cast the spell with adjustments), this problem is partially solved, but you would still have to face the free-action and cost free jewel of flight, blur and haste (At +2 bonus)...

It's not that I don't allow it or find them naturally unbalanced, but I GM to few players that require special attention regarding rules "so easily abused".
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