[PnP] Perm Magics...how...?
Scott Adams
longshot at darktech.org
Tue Jan 22 01:18:48 CET 2008
At 09:44 AM 1/21/08, you wrote:
>As a tangent to this, just so you can see the oddity of my group, they
>found a full helm that allows communication (EL6, so it has 6
>"charges", regaining 1 charge per day).
>
> From the first time of use, when they were meeting the Hunfrithi, the
>wizards could easily cast Tongues and communicate, but the warrior had
>to use the helm. Cue scene in room.
>
>Player: "Just a second please while I put on my <deep voice> DARK
>HELMET to speak with you. </deep voice>
>
>Henceforth it's just been called his "Dark Helmet*", and player
>doodles of his character have always been hilarious.
>
>But on topic, If you have an item that casts a spell of some type,
>depending on how restrictive you want your magic to be, you could say
>that only wizards can actually cast the spells (the item is only a
>conduit, but requires the mana of the user to fire). That provides a
>use limiter as well (especially high-cost spells). You may also allow
>non-wizards to use it, but it draws Energy (painful)
>
>Alternately, have the caster allocate extra mana when the item is
>created -- the extra is stored by the objects and replenishes at HALF
>mana regen per day. This stored mana battery may be used to defray
>the costs of firing off the spell.
>
>
>*Spaceballs reference
"My you have a large head..."
Yep. I take it case by case. A dagger with say Clairvoyance might be useable by a non MU but something more high level like a EL5 Transmutation Wand might only be for MUs
Do you allow Always on stuff? I mean Attribute Effects are always on and in the above case I could argue communicate could be as well but just need to be invoked.
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John On Total Imm would be a very powerful item to have :)
Not only a Named Dedicated item quality thing it'd be hard for Ref's to get behind and kill :) err I mean...have fun...errr I mean deal with..yeah.
So for Total I tend to have Each Immunity done separately so Imm to Chaos then LAw then etc...building it up and making it a chance it could break :)
As to Supernatural Attributes I'd simply not allow mortals to make it. That comes from the Divine. I might be willing to let an Avatar of the god or a High priest (highest super rank) be able to make it but would be super rare.
On Knowledge I suppose Ensorcel again. But problem is the spell don't vary ELs soooo...your better off using it as a spell and gaining Mep/ep and skill points. But again one could argue that's a Divine spell so may not be able to be planted on a item without some hard and intense groveling before your gm..err I mean God.
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