[QUOTE=hal;2376894]Note that in the Books for GURPS FANTASY 1st edition and GURPS MAGIC, the key phrase is (under Slow and Sure enchantment)
"This method can be combined with "Power for skill," to let a mage take a very long time and make (almost) sure he has enough skill to do the job."
In Magic 2e it bacame "This method can be combined with “energy for skill” (p. 15/B151), to let a mage take a very long time and increase his effective skill."
Quote:
Originally Posted by hal
Be aware that this differs from the rules in GURPS MAGIC for 4e.
The reason I point this out is because magical items will likel play a role in making armies better or worse on the battle field.
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While the trade time for skill mechanic was in the 4e basic set (B346) it only implied this could be applied to enchantment. It wouldn't be until GURPS Thaumatology (2008) that this
formally became an option for enchanters. (p 104)
I might add that GURPS Thaumatology was effectively a sea change regarding GURPS Magic as they system could be tweeked into something barely recognizable. That work also changed how limitations affected Magery (
Partially Limited Magery) effectively invalidating all the examples of limited magery in the Basic Set.
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