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Old 07-04-2015, 08:22 AM   #11
Servanous
 
Join Date: Oct 2011
Location: Boston
Default Enchanting

I am assuming that most enchanters would start with IQ 12 (in Gurps higher than average), Thaumatology and path of Magic at IQ and at least one other path at IQ level. Enchanters would also need to have magery zero or an enchanted item that would grant magery zero. An enchanter who was not a Ritual Adept would need to work in a consecrated space but does not need Ritual Adept (time or connection). Unlike the Rite masters who need teams of people and lots of tools to generate magic, a lone enchanter needs very little gear or props to work his craft.

All enchanted items are considered advantages with gadget limitations (characters book 116) and mana dependent. For every two hundred hours an enchanter works on an item the enchanter makes a roll. A success means that time counts as a point of enchantment, a failure means the time is wasted, a critical failure quirks or curses the item somehow, while a critical success has a good effect decided by the storyteller. When the enchanter gains enough points on the item, it is finished. Each point of enchantment costs four thousand tokens as noted before under exchange rates section.

Special materials can also be used to reduce the enchantment time by up to eighty percent. This costs twice as much as eighty percent of the enchantment time would have cost (6400 tokens per point of enchantment) but reduces the time it takes to enchant a point to forty hours instead of two hundred. Multiple enchanters can also work together to create an item (RPM p 25). For each enchanter after the first the lead enchanter is at minus one to skill (and the lead enchanter will probably charge ten percent more for himself per assistant as well as the cost per assistant to account for the risks involved). These two rules can be combined to make an enchanted item very quickly.

An enchanted item can be bound to a character for money unless it is signature gear. Five weeks typical pay (1,875 tokens) equals one point of enchanted item that can be bound (yes it’s cheaper to bind an enchanted item than to create one). An enchanter is considered bonded to any item he makes unless he intentionally made it for someone else (in other words the time he spends building the item counts toward earning the character points for that item). Unless an adventurer builds his own gear he must also bind the item in question. An enchanter can only work on one enchanted item at a time.
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economy, magic society, ritual path magic, rpm willing sacrifices


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