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Join Date: Jul 2007
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I was wondering how to model making magic items in Ritual Path Magic that grant someone spell-like abilities, or the ability to use a spell through the item with more reliability, at least as long as the spell lasts from how much energy was spent on duration.
The method I was thinking so far was not to model it as giving the item any actual spells, but using Altered Traits on the item to give it an advantage/Power that encompasses the effect you want, along with Compartmentalized Mind (Dedicated Controls) in order to give someone holding the item control of it. For example, here is a charm that gives whoever holds it a better reaction from the opposite sex: Base advantage: Charisma 3 (Only on opposite sex, -10%; Same Race only, -20%) [11] Altered Traits [36]: Affliction (Advantage (Charisma 3), +110%; Aura, +80%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%) [26] + Compartmentalized Mind (Dedicated Controls, *1/5) [10] Putting this together as a Ritual... Love Charm Lesser Control Magic[5] Lesser/Greater Control Mind[5] Altered Traits: 36 [36] (Affliction (Advantage (Charisma 3), +110%; Aura, +80%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%) [26] + Compartmentalized Mind (Dedicated Controls, *1/5) [10]); Subject Weight: 10 lbs. [0]. Cost: 46 (138 if Greater Control Mind) I figure you could model charged items by giving them Costs FP and including an Energy Reserve with a special/no recharge, and could tweak the duration of the underlying affliction/advantage for modifiers like Minimum/Maximum duration. Does this seem like a good way to go about doing things? Am I making any leaps here? Last edited by Adelus; 02-13-2012 at 07:24 AM. |
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| Tags |
| enchantment, magic, ritual, ritual path magic, rpm |
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