Quote:
Originally Posted by Anthony
The problem with enchantment rules in GURPS is that the vast majority of magic items are not worth the trouble to enchant. A fireball wand is a mage-only item that takes 800 mage-days to create. If a mage instead spends 100 days in study, he can just cast fireball (plus its prerequisites. And he might get power cost reduction from high skill). Why would anyone ever make that?
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While I don't necesarily think fireball wands are the best use of the enchanter's time, I think that a lot of magic items are worth making because there might be a number of Magery 0 people that aren't really able to master a lot of spells at useful levels, but who
can use magical items.