Enchantments

Sp, two separate sets of enchantments appear in Arms of Legend and Arcania of Legend: Blood Magic. What do you make of them? And which would you prefer?

I had an idea that if one needed to create consumable enchantments, specifically potions, using the Arms of Legend system one could use the Magic Points as specified in the rules for Arms of Legend, but make them recoverable as for normal spells - such an enchantment generating one dose of the spell per Intensity.

("Intensity" here is a useful shorthand from Arcania of Legend: Blood Magic, which is essentially the same thing as the "one point / level per 10% of Sorcery (Grimoire) skill" rule from the core rulebook), and it's a shorthand I intend to use on this forum from now on.

I'm still going to go down the "use Tap for the permanent Magic Points followed by Restoration" road presented in Arms of Legend, though.
 
Personally, i don't like the enchanting rules in Arms. i think the cost is too low given the ability to use tapped or stored MP and there are some arbitrary elements (such as 6mp to make a spell matrix) which may be 'balanced' but don't have a root in the rules that you can apply to the general logic of the system. i also think there's a logic problem when using MPs which are POW generated, which should therefor be temporary; the surivival or otherwise of an item after the creator's death becomes a GM handwaive.

The blood magic route for temporary enchantment is more logical, it's simply a delayed trigger. Elegant and simple, and can be used in a variety of scenario set-ups. I need to dig back in on the permanent version and think about that a bit more.

As Alex said, the use of the term intensity is helpful for sorcery, and kills some confusion over terminology. Loz and Petes rq2/legend rules are brilliant, but here and there terminology could be better or simpler.
 
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