Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Old 07-26-2009, 03:29 AM   #1
TroyGuffey's Avatar
Join Date: Nov 2004
Location: Missouri
Default Enchantment Scheme

2 Major Forms

Unlimited in scope, easy to enchant; but requires gaining the assistance of a being of the appropriate type.

  • Easiest to Enchant, (because finding a demon is EASY!) but at a high moral/personal price to the caster and users. Requires a Deed or Pact which is evil in nature.
  • The use is usually either temporary in nature, or brings a new equivalent problem. Use is sometimes addictive, and always tempting to use again.
  • See TV shows "Friday the 13th: The Series" or "Poltergeist: The Legacy"
  • E.g. A pendant and ring combination, the wearer of the ring is a "spring of life", and the wearer of the pendant "drinks" from the spring; usually at the cost of death to the donor; if the wearer is ill and the pendant doesn't cure them totally, the next attempt will require more life.

  • Easy to Enchant, but getting the assistance of an Angel is VERY difficult and must be persuaded of the worthiness, and two or more of Deed, Pact, Vow.
  • Users will eventually have an Angel show up to demand a service in payment. Service would be challenging both morally and skill-wise. Even if the user fails the test, ongoing supernatural abilities will almost certainly be terminated in a "safe" manner, with notice.
  • Any one-time grant via the item will not be rescinded, no matter what.

Mortal Enchantment
Usual type of enchantment, limited in scope, usually neutral in nature.
  • Slow and Sure. 1 FP/mage/day. No roll required at the end, mistakes are fixed as enchantment proceeds.
  • Medium. Faster, but some risk. Add the Magery of all enchanters together and put that amount of FP into the object per day. Make success roll at end, any failure gets a recovery roll. (Usually Thaumatology) A critical failure on the first roll means gives -5 to the recovery roll, AND the item will be Quirked. (You REALLY screwed up!) A critical success means you had a VERY close call, but everything is OK; a success means spending an additional 2d% time to correct the mistake (minimum 1 week); failure means totally failed enchantment (start over?), critical failure means materials are trashed. 2 critical failures means materials explode, and enchanters are injured. 1 HP injury potential per 256 FP in the present enchantment, or 1CP Disad or lost Advantages or lost Attributes per 512 FP.
  • Quick & Dirty. Fast, but very risky because of the speed of the enchantment you can't compensate for mistakes. (One roll.)
TroyGuffey is offline   Reply With Quote

celestial, demonic, enchantment, rules

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 06:33 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.