Quote:
Originally Posted by Icelander
I did not find a note to that effect in either GURPS Magic, GURPS Thaumatology or GURPS Dungeon Fantasy: Adventurers.
GURPS Magic 3e had a rule which increased cost by 20% for Power 16, +40% for Power 17, +60% for Power 18, +100% for Power 19 and then another +100% for every +1 to Power.
The fact that this rule does not appear in 4e might suggest that it is invalidated, but I've been taught not to leap to conclusions of expressio unius est exclusio alterius.
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Such rule is still in 4th ed, in DF4 - Sages (though it is presented only for scrolls), so no, it has not been invalidated. Oh, and power higher than 15, by the standard rules, are both a big time investment (you have to do the enchantment with less assistants than you idealy could, leading to the enchantment requiring a lot more time, and decreasing the threshold where Q&D is possible) and have only niche uses (The work in low mana zones, and resisted spells cast by such items have a little longer range)