Quote:
Originally Posted by Alden Loveshade
While each GM is of course free to make their own decision, I would lean very heavily against an IQ/A enchantment. Enchantment is IQ/VH and requires Magery 2 and at least one spell from 10 different colleges. It's one of the most powerful spells in GURPS Magic. To me, it's virtually the defining spell of a powerful mage.
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In some settings, magical charms are a staple product of the least of mages. You
can take the route of saying that they work about as well as real historical examples. But if you don't want to, the highly restrictive placement of Enchant may be inconvenient.
(Alternatively to making an easier Enchant spell, one could use Alchemical Charms - but those are probably way too expensive for many.)