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Old 03-24-2022, 11:13 AM   #5
Varyon
 
Join Date: Jun 2013
Default Re: [Magic] Replacing the Enchant spell with Alchemy or Herb Lore

Were I inclined to use the default magic system, I'd probably opt to speed up enchantment by allowing expensive magical reagents (mana organs, rare herbs, whatever) to stand in for a mage's labor. Say you're in a setting where Slow and Sure Enchantment is worth $20 per energy (that is, per mage-day) - so every $20 worth of such reagents replaces 1 mage-day for Slow and Sure Enchantment (with room for some adjustment - some reagents may be particularly well-suited, while others may be particularly ill-suited, for certain enchantments - with $1000 worth of reagents - typically enough for 50 energy - if they're ill-suited, they might only supply 25 energy, while if well-suited they might supply 100 energy). Or maybe give a bit poorer of an exchange rate (maybe it's $25 worth of reagents per energy), as a bit of a "haste tax." Or something a bit more complex, but with similar effects.

As it stands, however, I instead intend to use a completely different system for magic items (essentially, build the enchantment as an Advantage, and base price on that, not dissimilarly to Metatronic Generators), crafting speed corresponds to the craftsman's "fair" labor rate compared to the cost of the enchantment, and expensive items are faster to enchant (and thus cheaper, albeit never by enough to negate the price of the item itself; a Flight enchantment on a gold ring is cheaper than the same on a brass ring, but the gold ring with the Flight enchantment is still overall more expensive than the brass ring with the same). But that's a digression.
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