PhilHibbs said:
Vagni said:
Why would she do that? The whole point of the binding is to set a trap someone else triggers.
My point was, the player doesn't want a one-use item. And especially doesn't want to pay Improvement Rolls for a one-use item!
The system as written gives two main options.
1) play out trapping a spirit during game time in which case it costs no IRs.
2) Trap a spirit during downtime in which case IRs are used as a proxy for time and effort.
You can also use GM fiat and say that the spirit magician is looking for a spirit that is so much weaker than himself that he can simply do it during downtime without spending IRs. i.e. you can do whatever you think fits the needs of your game and the preferences of your players.
Finally you could enforce some notion of time and cost to acquiring spirits during downtime rather than spending IRs. An earlier draft of the article had suggestions for time and cost (analogous to buying common magic optional rule) but because such things are really campaign-specific and culturally determined we left them out.
If you want a downtime spirit-acquisition system which is based on time and money* rather than spending IRs then you could adopt the following rough, generic system based on intensity of spirit.
Intensity 1 - 100 silvers, 1 week.
Intensity 2 - 300 silvers, 2 weeks
Intensity 3 - 600 silvers, 3 weeks
Intensity 4 (+400), 5 (+500) and so on.
*not so much spending money as acquiring goods, services and sacrifices which are consumed during the process.
In this case spirit magicians are busy acquiring spirits rather than engaging in training or spending 10% of their time and income cult duties.
That said, as far as I can see the system in the core book simply isn't to your tastes. In which case use whatever system you like. Not much point trying to play with something you don't like.