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Enchantment generally means things based on the Enchant spell and others in the Enchant College but as Enchanting Items shows there other ways enchantment can happen.

Tradeoffs[]

  • Energy for Skill: +1 for an excess of 20% energy, +2 for for 40%, +3 for 60%, +4 for 100%, and a further +1 for each further 100% energy.
  • Skill for Energy: -1 to skill gives +25% energy; -2 gives +50%; -3 gives +75%; -4 gives +100%; these are additive.
  • Power for Skill: Bonus to Effective Skill (+1, +2, etc.) by taking the same size penalty to an item's final Power level (-1, -2, etc.); e.g. a caster with effective skill 14 may increase his Effective Skill by +4 (to 18) by taking a -4 penalty to the item's Maximum Endurance (it will have Maximum Endurance of 10)

Time Spent[]

T109 of GURPS Thaumatology

The GM can reduce the time taken for enchantment โ€“ usually meaning the Slow and Sure method โ€“ in various ways.

This implies you can reduce time for Quick and Dirty too, perhaps below the minimum hour. How?

Applying Time Spent (p. B346) gives enchanters the option of varying the time they take in useful ways.

WITH PENALTIES!. A 90% reduction for -9 would mean a minimum time of 6 minutes instead, far more interesting!

The Speedy Enchantment perk from GURPS Thaumatology: Magical Styles 24 refers to Time and Reliability (T108) and B346's Long Tasks rules too.

Time flow[]

Time Out forbids it due to no mana. Accelerate Time does not!

City Stats[]

Enchantment is in levels:

  • None: Magical objects either don't exist or require living wizards to work.
  • Rare: What Magical objects exist canโ€™t normally be bought or sold.
  • Common: Magical objects are common and have customary market prices.
  • Very Common: Magical objects are in everyday uses either due to enchantment level mages being common, Alchemical Charms being readily available, with mass production options for either or both.

See Also[]

Magery limits:

Perks:

References[]

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