also keep in mind that enchanting a ring with that will only give the ensueing air armor only the basest of stats. normal duration of the spell is "rank+X minutes" in the case of the ring casting it it will be "0+X minutes"
since it will still need to be activated and if it isnt a Named spell it will probrably need strain or karma to activate, since patterns dont appear from thin air.
the really big question will be, what kind of action will it take to activate it.
is it simply a matter of storing a spell pattern so that it still takes a full action?
or is it meant to become a simple or even a free action?
in case of a simple or even a free action, some cost has to be made.
in the case of a standard action still, just make it a permanent spell pattern item as a cross between a talisman and a spell matrix object.
as for the type of magic item, i go with the rest here and say its a strong common magic item.
Enchanting - Common Magic Items
- Avantio
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Re: Enchanting - Common Magic Items
It's a very simple spell, so I would rule it like following:
Activating a spell stored in an object usually takes strain (or is a good practice anyway): 1 strain for activation + 1 strain for each thread. Air armor has 0 thread so it's just 1 strain. Then the wearer needs to cast the spell using spellcasting skill/talent or raw perception against his / her own spell defense (or a fixed number of 6). When successful, the air armor works. This is a standard action like a casting of the spell.
Activating a spell stored in an object usually takes strain (or is a good practice anyway): 1 strain for activation + 1 strain for each thread. Air armor has 0 thread so it's just 1 strain. Then the wearer needs to cast the spell using spellcasting skill/talent or raw perception against his / her own spell defense (or a fixed number of 6). When successful, the air armor works. This is a standard action like a casting of the spell.
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