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.
- Air College
- Animal College
- Body Control College
- Communication and Empathy College
- Earth College
- Enchantment College
- Fire College
- Food College
- Gate College
- Healing College
- Illusion and Creation College
- Knowledge College
- Ley Line College
- Light and Darkness College
- Making and Breaking College
- Meta-Spell College
- Mind Control College
- Movement College
- Necromantic College
- Plant College
- Protection and Warning College
- Sound College
- Technological College: Machine, Energy, Radiation, Metal
- Water College
- Weather College
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[]
- Classic: Egypt: EG
- GURPS Magic Items 1
- GURPS Magic Items 3: (MI3)
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[]
References[]
- Classic: Magic Items 1 pg 119-125
- Thoroughly Modern Magic