[gurps] Energy Cost of Magic Items
midnightwind at comcast.net
midnightwind at comcast.net
Sun Sep 3 11:39:50 CDT 2006
OK! Now I'm confusing myself--
A little while ago, there was a brief discussion about the spell 'Inscribe' and its utility in making an enchanted pen (energy to create: 30). It was effectively argued that to subsequently use such a device to create a piece of art (something that would take longer than the spell duration of 1 minute) would not cost the user any fatigue. The wording was subtle, but I tended to agree.
I'm going through Magic 4e again with this in mind, and things like the spell 'Heat' and 'Clean' are confusing me. 'Clean' (energy cost to create: 100) costs 2 Fat to cast as a spell. The wording 'The item must touch the affected area' is not dissimilar to the 'Inscribe' item description '... can leave inscriptions without ever needing ink or paint.'
Or 'Heat'-- energy cost to create is 400, but there is no decription of the item. The spell costs 1 Fat per minute (to raise the temperature of a fist-sized object 20 degrees)... Does the item cost fat to heat it? One could place a Limit spell on it to hold it at 400 degrees and make a nice hotplate... If one had to touch it to turn if off, that would be a pain... handles are good things.
Anyway, how would folks resolve these types of issues? (I'm thinkning here about economics in a magical society, where magic is being employed for conveniences... wouldn't that drive a 'realistic' fantasy society? If I'm a rich noble, do I buy the magic sword, or do I buy the forced air cooling unit, the cookstove, and the laundry cleaning unit for my wife, first? Seriously.
-vk
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