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Post by brumguvnor on Jun 16, 2017 15:43:48 GMT
Lawrence: we will generate your character next week - and say you got delayed in arriving due to "eddies in the time-space continuum" or similar handwavium...
The rules: magic and combat seemed to go well with surprisingly few glitches! - what did everyone else think?
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jun 17, 2017 15:54:31 GMT
Yes, it seemed to work ok. Thanks for the game.
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Post by brumguvnor on Jul 3, 2017 14:48:27 GMT
People have been asking if characters can co-operate on creating magic items - so someone with Magic at 6 works with someone with - say - Flesh at 6 to create a ring of healing; I am going to say that yes - you can do this; we will just combine the "sharing mana" rules with the magic item creation rules, and just make the total mana needing to be used as equal to 4 times the level of the active sphere in the item, and that both mages have to contribute at least 1 mana and 1 XP to the final item.
Getting more than 2 mages to contribute is going to be more difficult... - unless of course you combine into a coven...
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Post by pericles on Jul 17, 2017 21:36:44 GMT
I'm sure all this was worked out last week while I was cat sitting. Is the XP cost of a magic item based on - The level of the sphere known by the creator? (Magic items get more expensive the more experianced you are for the same effect)
- The initial difficulty of the spell before steps to reduce the difficulty? (Very limiting)
- The final difficulty of the spell after taking time and over burning mana? (Please let it be this one)
If the final difficulty of the spell is reduced to zero what is the XP cost? If difficulty is reduced by taking time to prepare the spell is the time component part of activating the item? One hour preparation = One hour ritual to invoke item. (Please no) As it is theoretically possible to reduce the difficulty of any spell to zero, do conjurers without spheres of magic exist? Mana cost to reduce a spell diffculty to zero assuming a 1 hour ritual = 2 to the power (Initial difficulty - 4) Initial difficulty 4 Ritual (-3) = 1 Over burn 1 costs 1 Initial difficulty 10 Ritual (-3) = 7 Overburn 1 = 1 mana = 2^0 Overburn 2 = 2 mana = 2^1 Overburn 3 = 4 mana = 2^2 ... Overburn 7 = 64 mana = 2^6 Two mages with sufficent joint mana pool could carry it off. How does a high Sphere help with item creation? Granted you do not need to reduce a spell to difficulty one or zero however the XP cost of anything but a level zero or one difficulty spell is crippling. What is the duration of a spell invoked from an item? As an alternative to the magic creation rules what are the limits on parmanant spells? Initial Difficulty = 6 duration + Other factors. The cost of the "Item" is one XP + Mana and does not require the Magic Sphere. For items created using permanent spells can you switch the spell effect on and off or is the spell always active? Can the effects of a permanent spell (or item) be suppressed using a dispell magic effect from the Magic Sphere? I think that is everything but if anyone else has questions ...
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Post by brumguvnor on Jul 18, 2017 7:55:18 GMT
XP cost to create an item is always the level of the magic sphere used to create it: nothing can ever avoid this xp cost: you are imprinting a permanent magical effect into an item, so there has to be some expenditure of power in a permanent way - and this is best represented by XP.
The duration is whatever duration you put into the item at the time of creation.
You can reduce the mana costs with all of the usual methods - rituals and 2 mages working together. High sphere levels make it easier to create by the usual method of combining difficulty factors.
And no spell can ever be permanent without the expenditure of XP.
Much easier to go over all this in person - you making it this week?
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Post by pericles on Jul 18, 2017 16:23:02 GMT
Barring an intervention form Hecate I will be there this week.
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