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Old 02-13-2012, 06:10 AM   #1
Adelus
 
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Join Date: Jul 2007
Default [RPM] (Temporary) Enchanted Items that grant Spell-like use?

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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enchantment, magic, ritual, ritual path magic, rpm


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