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Message no. 1
From: Gary Carroll <gary@****.COM>
Subject: One shot magic items...
Date: Tue, 12 Sep 1995 11:19:43 -0700
I am curious how most of you run one shot items.
I have a character that would like to make
an item or 2 that will do Healing. What's
the procedure that you have come up with,
what are the limits, does it take effect
immediately or is it somthing that takes
turns to work...

I have seen people talking about this.

Do you run them as quickened/anchored areas/items,
or are they special fetishes?

P.S. One more thing. Has anyone come up with a
standard for how often a barrier (from a spell lock)
refreshes?

Thanks in advance.
Gary C.
Message no. 2
From: Dustin Wood <cukoo@*****.NET>
Subject: Re: One shot magic items...
Date: Tue, 12 Sep 1995 15:49:06 -0700
>I am curious how most of you run one shot items.
>I have a character that would like to make
>an item or 2 that will do Healing. What's
>the procedure that you have come up with,
>what are the limits, does it take effect
>immediately or is it somthing that takes
>turns to work...
>
>I have seen people talking about this.
>
>Do you run them as quickened/anchored areas/items,
>or are they special fetishes?
>
>P.S. One more thing. Has anyone come up with a
>standard for how often a barrier (from a spell lock)
>refreshes?
>
I don't know what you mean on the barrier, but as for the above, I
have been considering using items like that myself, though they might not
necessarily require that caster's presence (indipendant magic items). I
think what I'll do is give them a spell and a rating and use the rating as
the force for effect. As for creating them, I don't know yet, anyone have
any ideas?
Message no. 3
From: Sebastian Vilstrup <vilstrup@*****.IHI.KU.DK>
Subject: Re: One shot magic items
Date: Thu, 14 Sep 1995 17:13:04 +0200
Gary Carrol wrote:

> I am curious how most of you run one shot items.
>I have a character that would like to make
>an item or 2 that will do Healing.
> Do you run them as quickened/anchored areas/items,
>or are they special fetishes?

make an anchored spell and add an activation link. This way you can make
a wand of magic missile that shoots your favourite bolt spell for
something like 7 karma, for a force 6 bolt. The only problem/good thing is
that they can be easily recharged (and have multiple charges, I think).

You could make something like the goode olde healing potion of @#&%. Use
a force 6 (or whatever) Heal, an activation link, a spell link (detect
flesh), put it on a bottle of some kind and presto, you have a potion
that heals you when the bottle touches your lip (add some vile
foultasting fluid for extra drama). The spell link is optional, but more
fun. If you really want a one shot magic items, enchant the fluid in the
bottle instead. That way the potential recharging mage, would have to
sift through the subjects bodily wastes and . . . You get the idea:)

> P.S. One more thing. Has anyone come up with a
>standard for how often a barrier (from a spell lock)
>refreshes?

I think I read somewhere (The Grimmy, perhaps) that barriers recharge by
one point per hour, just like spirits

Hope i Helped

Sebastian
Message no. 4
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: One shot magic items...
Date: Fri, 15 Sep 1995 11:18:18 GMT
> From: Gary Carroll

> I am curious how most of you run one shot items.
> I have a character that would like to make
> an item or 2 that will do Healing. What's
> the procedure that you have come up with,
> what are the limits, does it take effect
> immediately or is it somthing that takes
> turns to work...
>
> I have seen people talking about this.
>
> Do you run them as quickened/anchored areas/items,
> or are they special fetishes?
>
as folks have commented you can do things using anchoring
each spell is one shot, one off karma cost to set up but can then be
easily set up again as many time as you like, however you could fit
as many anchored spells on an item as you like.

what about " + exclusive + expendable spells folks!, with activation
link, when i hold item and say magic word ....., no need for spell
links as you are at anchoring ground zero, 1 Karma for link + 2 for
spell base force is 3 total for a force 6 spell.

If you agree this is reasonable i could post the really nasty idea i
have for this.

> P.S. One more thing. Has anyone come up with a
> standard for how often a barrier (from a spell lock)
> refreshes?
>
locked barrier spells refresh at every action the character that
locked them takes i assume, same as for sustained barrier spells (the
sustained case is explicitly delt with in the main rulebook somewhere)


> Thanks in advance.
> Gary C.
>

Mark
Message no. 5
From: Jani Fikouras <feanor@**********.UNI-BREMEN.DE>
Subject: Re: One shot magic items...
Date: Fri, 15 Sep 1995 12:28:43 +0200
> I am curious how most of you run one shot items.
> I have a character that would like to make
> an item or 2 that will do Healing. What's
> the procedure that you have come up with,
> what are the limits, does it take effect
> immediately or is it somthing that takes
> turns to work...
>
> I have seen people talking about this.
>
> Do you run them as quickened/anchored areas/items,
> or are they special fetishes?

Definitely anchored spells.

> P.S. One more thing. Has anyone come up with a
> standard for how often a barrier (from a spell lock)
> refreshes?

This is a big problem, as given the current rules a mage could
practically switch the barrier off and then back on effectively
refreshing its rating even during combat!!! And I dont think that
thats what FASA had in mind.

Anyway I dont have SRII right now with me, so whats the time required
for turning on/off a lock, its a simple action right ?

--
GCS d s+: p1 a-- C++++ UA++$S++L++$>++++ L+++ E--- W+ N+ w(--) M-- !V(--)

-po+(---) Y+ t++ 5++ R+++ tv b++ e+ u++(-) f+ r- n!(-) y?

Moderator of alt.c00ld00z (coolness in general)
Message no. 6
From: Sebastian Vilstrup <vilstrup@*****.IHI.KU.DK>
Subject: Re: Oneshot magic items
Date: Tue, 19 Sep 1995 13:35:22 +0200
Mark wrote:

>what about " + exclusive + expendable spells folks!, with activation
>link, when i hold item and say magic word ....., no need for spell
>links as you are at anchoring ground zero, 1 Karma for link + 2 for
>spell base force is 3 total for a force 6 spell.

As I recall, the Grimoire isn't really clear on that point, but to avoid
powermongers I suggest the following:

Karma cost is equal to the effective force of the spell. The spell is
more powerful, and therefore needs more power(karma) to anchor. So, in
the example, the karma cost would be 1 for the link + 6 for the force,
for a total of 7 karma.

The drain for casting the spell, would still use the base force, just as
in normal spellcasting.

Happy Hunting
Madman
Message no. 7
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: Oneshot magic items
Date: Tue, 19 Sep 1995 13:16:51 GMT
Sebastian Vilstrup writes

> Mark wrote:
>
> >what about " + exclusive + expendable spells folks!, with activation
> >link, when i hold item and say magic word ....., no need for spell
> >links as you are at anchoring ground zero, 1 Karma for link + 2 for
> >spell base force is 3 total for a force 6 spell.
>
> As I recall, the Grimoire isn't really clear on that point, but to avoid
> powermongers I suggest the following:
>
which is why i was looking for list opinion. When i had an initated
PC the GM plain banned anchoring as too potentially powerful, which
until you look into it thoughly it certainly is. (had too many
memories of 'prep' (ie set it up in advance) magic and **&*). I
eventually allowed my players to find out about it, when they finally
bothered to investigate the contents of a 'magic paper' they found
having got it for the second time. But they have not used it as the
'typical' detect 'blank' when you do activate a big 'blow it up'
easily comes to 12+ karma per spell complex [det spell (1+),
spell link, keep it going link, boom spell (6+), spell link
activation link) it adds up! and most PC's have more interseting
things to do with so much karma.

> Karma cost is equal to the effective force of the spell. The spell is
> more powerful, and therefore needs more power(karma) to anchor. So, in
> the example, the karma cost would be 1 for the link + 6 for the force,
> for a total of 7 karma.
>
> The drain for casting the spell, would still use the base force, just as
> in normal spellcasting.
>
This may be required when you get clever though. More opinions??

> Happy Hunting
> Madman
>

Mark

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