ED3 - Named Spells and Items

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
Razan_GM
Posts: 219
Joined: Mon Oct 29, 2012 1:19 pm
Location: Warsav, Poland.
[phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1266: count(): Parameter must be an array or an object that implements Countable

Re: ED3 - Named Spells and Items

Postby Razan_GM » Tue Oct 08, 2013 11:26 am

No pemanent damage, but healing a Blood Wound is rather difficult/costly. Using Healing Potion(300 sp) with difficulty (24) for Recovery test, so a Boosting Potion(50 sp) is a must, and still you need to get 8 on the Dice (I'm not allowing using bonuses from the same potions, so my players can't use 2 Boosting Potions for one Recovery Test).
But if you know some nice Elementalist with Heat Food, or are high circle Adept so maybe a Karma to Recovery Test is quite nice :)

If you want to create Thread Item you must use Special Effect Item template, and ofcourse know the spell to combine the effect you want to have in item, with something you know, or find some part of creature that can use Karma and can be used to enchant item (GM decides). Hope youre rich because Special Effect Item template magic ingredients like orichalcum will cost you half of its cost (2500 sp will say bye bye :P )

Karma is not simple thing so no such bonuses in Common Magic Items IMB. Or sometning harsh, like +1 to Karma Step , 1 Strain per use. I would never allow to get bigger bonus to Karma Step in Common Item.

Illusionist dont really like making any permanent things or dont like others to know they do :P

User avatar
Kasbak
Posts: 414
Joined: Tue Jan 15, 2013 8:22 pm
Location: Illinois
Contact:

Re: ED3 - Named Spells and Items

Postby Kasbak » Sun Oct 13, 2013 3:48 pm

I use Named spells a lot in the campaign where I play and in the ones I have run. First let me address that, as we have run it, spells can be Named on to items IF AND ONLY IF they symbolically fit the intent of the spell. For example, you cannot name Dodge Boost on to a sword, because the intent for Dodge Boost is to evade and avoid, and the intent for a sword is to attack and do damage. Rings kind of fit with everything, so you can only get the benefit from two rings at a time, one on each ring finger, again fitting with the symbolism of actually wearing it. Finally, the rule of symbolism, the rule of three, and the rules on higher enchantments apply to the item itself; you can only Name up to three spells on a single item, the spells and the item must fit together symbolically, and each subsequent Naming becomes more difficult. So for example, you could make a Ring of Defense and Name on Dodge Boost, Counter Spell, and Mage Armor, as all three of those fit the symbolism of protection. You could not make Joey's Ring of Stuff, and Name on Counterspell, Mental Library, and Bedazzling Display of Logical Analysis.

Not only does symbolism play a heavy role in spellcasting, but also balance. The universe wants to achieve an overall state of balance and harmony, and will do so with other effects. In the example of Naming an Improve Karma, you could do it, however your luck will need to balance out in the end. So you may be able to get that Karma boost when using your Talents, but you'll never win at a dice game again, and if you ever get stuck in a Russian Roulette scenario, you're pretty much screwed. The rule of three also comes in to effect for balancing out benefits.

As for the crafting of the item, Named spell items are not Thread items, and thus don't have to conform to all of those standards. After all, spells that would be cast on to items normally don't specify that the item has to have True Elements or Orichalcum. They also wouldn't take a Thread slot, as the magic is fueled by the spell, and does not need a Thread to activate.

Finally, with many spells, there are issues with control. For a spellcaster that is Naming a spell for themselves, this isn't a problem, as they still maintain control of the spell when it is cast. My Wizard Named a Vines spell on to his fernweave armor, as it is living plant armor, and can control the tendrils for different obscure effects (he did have to practice quite a bit in order to get an accurate level of control). He could not, however, do the same thing on another set and give it to someone else, as they would not be in control of the spell. For giving control of spells to other people, we use the mechanic for command words, but these are very limiting. The spell will only work as specified by the command, and the command must be given exactly as it was established, including language. Another item my Wizard made were Levitation boots. He Named a Levitate spell on to each boot, and could then daisy chain the spells so that he could walk around above the ground (which again took him practice to do mentally), useful for him as he was doing a lot of stargazing. For him to do this for another person, he'd have to include command words different for each boot for on, rise, lower, stop, off, and the person would have to speak them each time they made a change.

Again, these are all mechanics and examples that have been used in the games I've been part of. Use them as you will.

Razan_GM
Posts: 219
Joined: Mon Oct 29, 2012 1:19 pm
Location: Warsav, Poland.
[phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1266: count(): Parameter must be an array or an object that implements Countable

Re: ED3 - Named Spells and Items

Postby Razan_GM » Thu Oct 17, 2013 8:01 pm

Kasbak You can run the game as you wish but...:P

Naming the spell is something totally different from "placing a spell pattern into the item’s pattern."

First is just making the spell to be forever, but working exactly as in description ( so no Dodge Boost in rings).

Second one is Enchanting option.

User avatar
Kasbak
Posts: 414
Joined: Tue Jan 15, 2013 8:22 pm
Location: Illinois
Contact:

Re: ED3 - Named Spells and Items

Postby Kasbak » Fri Oct 18, 2013 5:00 pm

As I see it, it's the Naming of the Spell itself that is the important issue. What the spell is Named on to only serves as an anchor point, and as long as the final target fits, it doesn't matter if it's an item or a Namegiver that the Spell anchors to. To clarify, you could Name Displace Self on a ring and wear it to put the spell in effect. You could not, however, put the ring on your bottle of beer and have it protected from being broken in a bar fight, because the bottle isn't a valid target for the spell. Again, these are personal viewpoints and playstyles, which you noted your understanding on. ;)


[phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1266: count(): Parameter must be an array or an object that implements Countable

Return to “For Game Masters”



Who is online

Users browsing this forum: No registered users and 4 guests