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Systems & Settings => Rolemaster => Topic started by: Thot on April 05, 2024, 06:26:51 AM
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The book's text isn't especially clear about this, so I thought I'd ask.
The various Charge spells allow to charge a wand, staff, half-bole or bole.
Now, once I have charged my staff, is it fully charged? Or have I just added 1 charge per 1 use of the Charge spell?
The latter certainly seems more logical to me, because Charge Staff is a 12th level spell, costing 12 power points. If I can enable the energy to cast, say, 100 Firebolts with 12 pp, that's somewhat mighty powerful, ine essence multiplying the available pp by 50.
But the text tends to point into the "once the spell charges the item fully" camp.
For the developers, what is intended, and for all the fellow players, what would you prefer and why?
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It is fully charged. Note, however, that these are still Alchemy spells. So, that's 12 days of four-hour enchantment work, requiring access to an alchemical workshop (though I can see waiving this requirement if the GM wants to consider this work doable "in the field", in which case, it would require portable gear as described for enchanting locations on page 81), expending 2 sp in materials per day (24 total). So, that's 144 total PP, 48 hours, 24 sp invested to get that staff charged. If you want someone else to do it, they're going to charge another 24 sp for labor.
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[...] Note, however, that these are still Alchemy spells. So, that's 12 days of four-hour enchantment work, requiring access to an alchemical workshop (though I can see waiving this requirement if the GM wants to consider this work doable "in the field", in which case, it would require portable gear as described for enchanting locations on page 81), expending 2 sp in materials per day (24 total). So, that's 144 total PP, 48 hours, 24 sp invested to get that staff charged. If you want someone else to do it, they're going to charge another 24 sp for labor.
Gotcha, I had totally forgotten about that little A in the spell. That way it makes sense. Thanks for the clarification!
Would have been good to include that in a list of magical services somewhere.
Regarding the 48 hours... I read the enchantment rules as requiring some breaks between the "enchantment days", so if I give that to the local alchemist for recharging, it's just 12 days, or am I wrong?
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Twelve days. There are allowances for breaks, so alchemists can go take care of urgent business elsewhere, shut down when seriously ill, and observe local holy days, but they aren't required.
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It's covered in the description of charged items in section 3.3.
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So in essence, is the following table how it is intended?
Re-Charging items
Level of Item Type of item recharging PP per day Days to recharge Material Cost of recharge Market price of recharge
1 Wand 4 1 2 4
2 Wand 4 2 4 8
3 Rod 8 3 6 12
4 Rod 8 4 8 16
5 Rod 8 5 10 20
6 Staff 12 6 12 24
7 Staff 12 7 14 28
8 Staff 12 8 16 32
9 Staff 12 9 18 36
10 Staff 12 10 20 40
11 Half-Bole 16 11 22 44
12 Half-Bole 16 12 24 48
13 Half-Bole 16 13 26 52
14 Half-Bole 16 14 28 56
15 Half-Bole 16 15 30 60
16 Half-Bole 16 16 32 64
17 Half-Bole 16 16 32 64
18 Half-Bole 16 16 32 64
19 Half-Bole 16 16 32 64
20 Half-Bole 16 16 32 64
21 Bole 20 20 40 80
22 Bole 20 20 40 80
23 Bole 20 20 40 80
24 Bole 20 20 40 80
25 Bole 20 20 40 80
26 Bole 20 20 40 80
27 Bole 20 20 40 80
28 Bole 20 20 40 80
29 Bole 20 20 40 80
30 Bole 20 20 40 80
40 Bole 20 20 40 80
50 Bole 20 20 40 80
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Looks right on a first glance. I would note that you might want an item that casts a lower level spell than permitted (e.g. a staff of a 5th level spell) because it gets more charges than the lesser item, so it might not be ideal to collapse the tables together as you've done.
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This is the sort of amazingly useful chart that would fit right into Treasure Law itself.