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Because the Enchantment Energy Costs tables were so large they have been spread over the various colleges. They combine work from information in various Classic and 4e sources regarding "standard" enchantment. More magic items can be found in the Magic Items Catalog

Unless the item is always on [1] it costs fatigue to use. Power of a Magic Item gives more details.

Price[]

In a typical TL3 fantasy setting with plentiful wizardry and shops full of magic items the base commission for a Slow and Sure item is about $33 per energy point in addition to the cost of the materials to make the item being enchanted.[note 1] The information on Paut elixir links this price to starting wealth. This shows that Industrial Enchantment (The green cells) is impractical in terms of cost at TL0[note 2] and TL1. The mark-up at TL 2 to equal commission Retail cost is slightly more than 25% which makes it a good baseline Retail Cost for TL3 and above.

TL 1 2 3 4 5 6 7 8 9 10 11 12
Starting
Wealth
$500 $750 $1k $2k $5k $10k $15k $20k $30k $50k $75k $100k
Retail Cost
(1/30)
$16โ…” $25 $33โ…“ $66โ…” $166โ…” $333โ…“ $500 $666โ…” $10k $16โ…”k $25k $33โ…“k
manufacture
cost
$18.25 $19.94 $23.41 $23.27 $23.96 $23.40 $25.47 $28.83 $35.23 $41.10 $57.95 $76.17
w/ 25% markup NA $24.93 $29.27 $29.09 $29.95 $29.25 $31.84 $36.04 $44.04 $51.38 $72.44 $95.22

Spells[]

These are spells that don't clearly fit into a particular college

Spell Enchantment
Energy
Item Notes Page
Create Mana Co-Processor special varies [1] MI3-30
Ushabti statuette 200# Perm. EG97

Book References[]

Notes[]

Special rules for creation or use

  • [1] Always on. Works at all times without the addition of a Power spell
  • [2] Allows the user to cast the spell, but only on himself.
  • [3] Allows the user to cast the spell exactly as if he knew it himself.
  • [3T] Allows the user to cast the spell by touching the subject.
  • [4] Mage only. If any spell on the item has this restriction, it extends to all spells on the item.
  • [5] Cost of magical materials required.
  • [9] The item for Magelock is a golden key.
  • [12] A Rain wand or staff must be kept in water; it loses its enchantment if left dry for over an hour.

Notes[]

  1. โ†‘ Per Magic p 21, Quick and Dirty is considered practical only for items 60 energy or less.
  2. โ†‘ Even if it was possible at TL0 its starting wealth ($250) is 1/3 of TL2 ($750) gives $8.33โ…“ for commission while industrial enchantment is $16.57.

References[]

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