03-28-2018, 01:54 PM | #1 |
Join Date: Aug 2004
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Original Enchantment rules and houserule
Hello Folks,
I apologize to anyone who may have already come up with this idea for reducing enchantment times (and Kudos to whomever might have already come up with this idea). Back in the olden days, there was a specific rule in GURPS MAGIC for GURPS 2nd edition as well as third edition, that permitted a mage to spend longer periods of time enchanting an object in order to raise its "Power". Page 15 of GURPS CLASSICAL MAGIC has this to say: "Extra energy gives a skill bonus as follows: +1 for 20% of extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and an additional +1 for each additional 100% of the required energy. This method can also be used to make magical items (see Chapter 2) of increased Power." Page 19 under the slow and sure enchantment rules, has this to say at the very end of the paragraph that reads: "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." What this meant was, a mage with a skill of 12 in enchantment, in order to reach a skill (Power) of 15 for his enchantment, could spend up to 60% longer (ie 1.6 times) the enchantment process and have his magic item be able to function in normal mana regions with a power of skill 12 + 3 or 15. Here's the odd part however. Page 22 under the heading of the value of enchantments, has this to say: "The formulas assume that magical items are made with a Power of 15. Items made with a higher Power are better and more valuable, because they can work at a greater distance, are harder to resist, and so on. Sellers of such items will base their price on the energy that would be required to create them for a mage of skill 15 — e.g., 20% extra for Power of 16, and so on — see p. 15/B151." That is when it struck me. Just as an apprentice might take longer to fulfill a task than might a journeyman, who in turn is faster than the apprentice but likely slower than a master - what if... The rules for taking extra time for enchantments, was also used in reverse? As a suggestion? A mage who desires to shorten the time required to enchant an item, gets HALF the bonus to spell casting for the penalty he takes. Thus, if he takes a -1 penalty to his skill, he can enchant the item in 90% of the time (half the 20% bonus gained by extra time). For -2 to skill, the savings in time would be -20% or 80% of the normal time. For a -4 skill, the time taken is 50%. So, let's try this on for size... A powerstone made with a power of 15, is made by a mage with a skill of 16 in enchantment. It normally takes 20 days of enchantment to make, but with a 10% discount in time, it would now only take 18 days. A skill 19 enchanter could make a power 15 powerstone in only 10 days of enchantment. Just a thought. Last edited by hal; 03-28-2018 at 01:54 PM. Reason: edited a minor imperfection |
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enchantment, gurps magic, reduced enchantment |
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