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Old 01-14-2022, 10:26 PM   #1
Gavynn
 
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Join Date: Nov 2006
Default Enchantment as High Crafting Skill

I was going through GURPS the last couple of days looking for how smiths could create magical items through extreme skill in crafting (as in legendary- or mythic-level). The idea here is that high level smiths would not distinguish between making extremely high quality items and items with magical properties. There is just a natural blurring from one into the other. I was describing it thusly:

Likely, the ancient smiths do not distinguish between a high-level understanding of smithing and magically enchanting an item. To them, being a skilled smith of the highest caliber is to be able to produce wondrous objects with magical powers.

But, I was reading through Magic and Thaumatology and elsewhere here and there and was not seeing exactly what I was looking for. I was searching online and I found this from someone on Reddit:

Quote:
Originally Posted by Peter34cph
GURPS has no officially published supplements that gives good game mechanical support to the concept that very skilled and intuitive craftsmen - as opposed to intelligent and scholarly robe-and-staff wizards - can create permanently magical items
Is that true? It seems like something that occurs often enough in fantasy that GURPS would have addressed it. For example, arguably, this is the method by which the elven (and probably even dwarven) smiths created wondrous objects in Middle-earth.

If it is true that there isn't a GURPS publication that addresses something like this, has anyone created something of their own for this situation?

Two elements that I did find that I would want to incorporate into this are the ideas of 1) the quest and the potential need to obtain legendary materials to incorporate into the item, and 2) the potential need to "put one's self" into the item. This potentially means that some items would be "one off" (like Fëanor's making of the Silmarils, which he did once, but can't do again).
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