This is a list of the methods of Enchantment. For a master list of actual items see the Magic Items Catalog |
There are many ways for items to become magical as outlined in GURPS Thaumatology. Classic: Religion provided yet another alternative method. Due to the level of detail and to allow more focused comments the methods of Enchanting Items have been broken up into their own pages. It should be mentioned that some items will mix two or more of these methods.
Methods[]
- Enchanting Items (Standard Method)
- Syntactic Enchantment: This includes most flexible magic system in GURPS. It can require a large time commitment by a GM to create and balance.
- Alchemical Items (Alchemical Enchantment)
- Enchantment Through Age and Deeds
- Clerical Enchantment
- "Enchanting for Non-Mages" by Ricky Hunt (5/5/2000); can work in tandem with Low Magic's Craft Magic
- Alternate Enchantment: An Expanded Look at Creating Magic Items in GURPS (10/17/2003)
- Playable PC Enchanters for GURPS: The Crossbow Method (5/7/2004)
- Build a Better Wand in Seven Days (11/11/2005)
- "Willful Weapons" (Pyramid #14, 08/01/1995)
Important Note on Standard Enchanted Items[]
To enchant any spell into an item both the Enchant spell itself and the spell being enchanted must be known at an effective skill of 15 or more. Now 15 is where most spells use 1 less energy point and per the FAQ:
If a "mages only" item would produce an ongoing effect on the user (e.g., Flight), and has Power enough to reduce both its cost to cast and its cost to maintain to 0, then it will generate its magical effect at all times. As such, it is irrelevant who uses it. On the other hand, a "mages only" item that actually empowers the user to cast a spell (e.g., Deathtouch) will only ever work for a mage even if energy cost is reduced to 0. When in doubt, ask yourself the following question: "Does the item effectively grant the user an advantage, or does it just let him cast spells?" If the former, then anyone can use it once cost is reduced to 0; if the latter, then it remains "mages only."
Missle Spells and Magery 0[]
The standard magic system dates to a time when Magery 0 did not exist and an individual's level of Magery did not affect how Missile Spells (or any other Spells) worked
Here is how Fireball appeared in Classic Magic:
- Cost: "Any amount from 1 to 3; the fireball does 1 die damage for each energy point spent in casting it."
Now compare that to 4e's Fireball:
- "Cost: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point."
Magic on page 12 states "To cast a Missile spell, you must concentrate for one second. At the end of your turn, roll against your skill with the spell. There is no modifier for distance โ you are creating a magical missile in your hand. On a success, you may invest one or more points of energy in the spell, to a maximum of a number of energy points equal to your Magery level."
Since Enchant requires Magery 2 this should be the baseline for items enchanted with missile spells.
Examples From Mythology[]
- Baba Yaga's Hut
- Circes' Potion
- Gorgonโs Blood
- Heraclesโ Arrows
- Heraclesโ Lionskin
- Swords of King Arthur: Sword in the Stone; Excalibur's and its Scabbard
- Thor's Hammer
- List of mythological objects
- Role Aids (1984): Fantastic Treasures - A-L
- Role Aids (1985): Fantastic Treasures II - M-Z
References[]
- Classic: Religion 104-108