Re: Bind magic question
Posted: Sat 29 Jun 2024, 18:55
How does one determine the chance of a magic mishap when casting a Bound spell using the object?
It is determined when the magic is bound, based on the mage's dice roll. There is no mishap for using magic bound with this spell.How does one determine the chance of a magic mishap when casting a Bound spell using the object?
The 'healing potion' in your example technically doesn't work, as the 'Healing Hands' spell can't heal the 'caster' who would be the activator of the item. It would only work if the person who activated the potion then poured it down someone else's throat...It is determined when the magic is bound, based on the mage's dice roll. There is no mishap for using magic bound with this spell.How does one determine the chance of a magic mishap when casting a Bound spell using the object?
For example, a Healer wants to create a healing potion. He cast the spell 'Healing Hands' to Power Level 2. To this he must add WP for the 'Bind Magic' spell. He decides to spend 2 WP, so the magic is bound until used. This will cost him 4 WP total, although two of the WPs doesn't add PLs to 'Healing Hands' (they are 'Bind Magic' PLs), so roll them separately just in case, anyone overcharges. The trigger for this is when someone drink it and since it was a PL1-2 'Bind Magic' item, there is no additional WP cost for using it.
For the 'Bind Magic' PL5 version, there is a WP cost for using the artifact, but that is not spellcasting, that is for using the item, the spell has already been cast (when the item was created).
The spell is cast when the item is created (and by that, WP was spent on it), the spell effects then is bound for later use. This means that the creator of the magic trinket with Healing Hands, can't use it himself, since he is the one that cast it, but anyone else can. Bind Magic (PL1-2 version) just delays the effect of the spell for later use. There is more that can be said about this that could add another layer to this, but I skip that for now. Technically if we see it from a rule point of view, it is written this way to stop the spender of the WP to heal himself. I remember this was debated back in the days, during the beta-phase, but I don't remember why it ended up this way (I do remember it was changed though).The 'healing potion' in your example technically doesn't work, as the 'Healing Hands' spell can't heal the 'caster' who would be the activator of the item. It would only work if the person who activated the potion then poured it down someone else's throat...
Magic is wild in this game and is a bit uncontrollable. Overcharge and mishap is what make magic wild. The solution is to use safe casting.If you create a 'one use per day' item with Bind Magic, do you have the option to decline any Overcharge from the dice roll? Since the cost to activate such an item is based on its Power Level, a 'good' roll might result in an item that is more costly to activate than intended...