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Old 05-10-2021, 04:08 PM   #41
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Discussing Yrth History & Evolution of GURPS MAGIC

Quote:
Originally Posted by hal View Post
If you mean Paut as the alchemical equivalent of power stones, then no, GURPS FANTASY 1st or GURPS MAGIC 1st and 2nd did not have that. Being able to recover energy by means of being unwounded and drinking Healing potions is kind of nice when you get down to it. No need for Lend Energy if you can simply drink Health Potions.
Paut was limited to Classic: Egypt (1996) and Cabal (2001) and was insanely expensive: $700 a dose (Egypt pg 92)

Quote:
Originally Posted by hal View Post
But what you touched upon in passing, and needs to be mentioned up front is that any kind of enchantment assembly line is going to require what few enchanters you do have, be available on hand for long term training.
Enchantment assembly lines (ie industrial magic) didn't appear until Technomancer (1998) and wasn't generalized for other TLs until Magic Items 3 (2003)

Quote:
Originally Posted by hal View Post
Enchantment as a bottleneck, was initially based upon the fact that only 9% of the "Mageborn" population could have magery 2+. If Magery 1 was 10 times more prevalent than Magery 2, and Magery 2 was 10x more prevalent than magery 3, that means that for every 10 magery 1 - we had 1 magery 2+
Ignoring the wonky way the 1998 errata is written (which as written has twice as many people knowing spells than have magery at all mana levels) 1 in 100 people had some form of magery in normal mana areas and in low mana areas that cratered to 1 in 500 people.

Technomancer kept this 1 in 100 ratio but only for those born in Trinity's Shadow which is high mana. Even with organized Mage Guilds Enchantment in general is going to be insanely rare on Yrth and only seen in the larger cities.
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