Check My Techno-wizardry
Posted: Sun Aug 31, 2008 4:20 pm
One of my players is a techno-wizard, so I want to make sure I'm understanding the TW creation rules properly. I'll post a few creations, and if people could voice their opinion on whether I'm using the creation rules correctly it would be much appreciated.
First up, a TW lightblade. Now, the one listed in RUE has 3 secondary spells that seem completely unnecessary. Anyone know why blinding flash, energy bolt & globe of daylight are in there? If we compare it to the TW flaming sword, which has the secondary spells circle of flame for duration & impervious to fire to keep the weapon from damaging itself, they don't really seem to serve a purpose. So to my thinking, a TW light blade has 1 spell chain with one primary spell: light blade. It requires the dirt cheap gemstone clear quartz, and if we want the device level (the level the item casts the spell at) to be 6, that would need at least 3 carats of clear quartz. PPE construction cost is PPE x 10 x Device level, then divided by carats used, so 20 x 10 x 6 = 1200/3 = 400 PPE construction cost, maximum. Since quartz is so cheap, you could easily use 10 carats of quarts, and get the PPE construction cost down to 120.
Now, activation cost is Construction cost/20, so that would be 20 PPE max, or 6 PPE if 10 carats are used.
Construction time is PPE construction cost/10 x device level, so 400/10 x 6, or 240 hours , or 72 hours if 10 carats are used.
Construction cost is PPE construction cost x 10 x device level, + cost of gems, or 24 180 credits. If 10 carats are used, that's only 7560 credits.
Is my use of the rules accurate here? Can a techno-wizard really make a melee weapon doing 1d4x10, with +1 to strike, for less than $10 000, with an activation cost of only 6 PPE?
Even if we add in the seemingly pointless secondary spells the item needs according to its RUE listing, you can activate it for 9 PPE, make it in 101 hours, for $12,500, still using the really cheap 10 carats of quartz. That zircon you need for the energy bolt secondary spell drives the cost up a little, but that's still pretty cheap for an awesome melee weapon.
First up, a TW lightblade. Now, the one listed in RUE has 3 secondary spells that seem completely unnecessary. Anyone know why blinding flash, energy bolt & globe of daylight are in there? If we compare it to the TW flaming sword, which has the secondary spells circle of flame for duration & impervious to fire to keep the weapon from damaging itself, they don't really seem to serve a purpose. So to my thinking, a TW light blade has 1 spell chain with one primary spell: light blade. It requires the dirt cheap gemstone clear quartz, and if we want the device level (the level the item casts the spell at) to be 6, that would need at least 3 carats of clear quartz. PPE construction cost is PPE x 10 x Device level, then divided by carats used, so 20 x 10 x 6 = 1200/3 = 400 PPE construction cost, maximum. Since quartz is so cheap, you could easily use 10 carats of quarts, and get the PPE construction cost down to 120.
Now, activation cost is Construction cost/20, so that would be 20 PPE max, or 6 PPE if 10 carats are used.
Construction time is PPE construction cost/10 x device level, so 400/10 x 6, or 240 hours , or 72 hours if 10 carats are used.
Construction cost is PPE construction cost x 10 x device level, + cost of gems, or 24 180 credits. If 10 carats are used, that's only 7560 credits.
Is my use of the rules accurate here? Can a techno-wizard really make a melee weapon doing 1d4x10, with +1 to strike, for less than $10 000, with an activation cost of only 6 PPE?
Even if we add in the seemingly pointless secondary spells the item needs according to its RUE listing, you can activate it for 9 PPE, make it in 101 hours, for $12,500, still using the really cheap 10 carats of quartz. That zircon you need for the energy bolt secondary spell drives the cost up a little, but that's still pretty cheap for an awesome melee weapon.