[gurps] Energy Cost of Magic Items
Eric Funk
eric_funk_anti_spam_this_is_a_real_email_address at r3d.net
Sun Sep 3 13:11:35 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 disagree.
Inscription Item:
a) is a permanent inscription.
b) makes a pen that allows Inscription on things without needing ink. Note
that "inscription" and "inscribed" are not capitolized in the main
description of Inscribe.
Combining the two, you can make a pen that does not need ink to color for 30
energy (lasting as per the spell), and then pay 40+ energy for a permanent
inscription (you just don't need to have ink).
If the /item/'s effects were permanent, I'd expect it in the Making and
Breaking college, akin to Mystic Mark or Dye.
> 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.
>From the reading:
Heat (M74) lets you cast the spell, as per a Fireball wand. You pay the same
cost. Clean (M116) is no different.
You always Pay FP cost with the same limitation of the spells, except if it
is an area, such as Pull (b) (M147)
-
Eric Funk
"Knowledge Brings Fear" -- Motto of Mars University, Futurama
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