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College of Enchantment

The college of Enchantment is used in the creation of magic items. Disregard the specific costs for various items in GURPS Magic and GURPS Grimoire and use these more generic guidelines.

Spell Lvl Cost Maint Prereqs Notes
Scroll A Special n/a Magery I GURPS Magic, page 57 (but see below).
Mage-Item (College) A Special n/a Scroll See below.
Item (College) A Special n/a Mage-Item See below.
Spell Stone A Special n/a Item GURPS Magic, page 60. Cost is 20*casting cost for an easy spell or average spell, and 40* casting cost for a hard spell. Very Hard spells can not be stored in spell stones. Spells are stored in glass spheres which are fragile but inexpensive ($5 per spell stone).
Power A Special n/a Mage-Item, Recover Mana GURPS Magic, page 57. Use costs as listed.
Limit E 200 n/a Mage-Item GURPS Magic, page 68.
Name E 400 n/a Limit GURPS Magic, page 68.
Password E 400 n/a Limit GURPS Magic, page 68.
Link A 200 n/a Limit GURPS Magic, page 69.
Adder A Special n/a Mage-Item, Magery II See Below
Manastone E 20 n/a Magery I GURPS Magic, page 70.
Powerstone A 80 n/a Manastone GURPS Magic, page 69.
One-College Powerstone A 50 n/a Powerstone GURPS Magic, page 70.
Staff A 30 n/a None GURPS Magic, page 70.
Circlet A 30 n/a None Enchants a circlet (required for Mentalism).
Focus (College) VH 1000 n/a Mage-Item, Magery II See Below
Accuracy A Special n/a Special GURPS Magic, page 65. Cost and prerequisites below.
Puissance A Special n/a Special GURPS Magic, page 65. Cost and prerequisites below.
Fortify A Special n/a Special GURPS Magic, page 66. Cost and prerequisites below.
Defending A Special n/a Special Defending Shield, GURPS Magic, page 67. Cost and prerequisites below. May be cast on a Shield (+DB when blocking) or a Weapon (+DB when parrying). 
Lighten A Special n/a Special GURPS Magic, page 67. Cost and prerequisites below.

Scroll (Enchantment)

Basic scrolls function a little differently than in GURPS Magic. They're a somewhat easier to make, but they don't last forever. The enchanting mage's skill with Scroll becomes the endurance of the scroll. At the end of each week, a roll versus endurance is made and on a failure the scroll's endurance reduces by one. The scroll must pass an endurance check at when finally read to cast the spell or nothing happens. Scrolls can be created in one hour per point of energy in the spell to be cast.

When reading a scroll, the caster pays full cost and can maintain the spell normally. No skill roll is required to cast the spell.

Mage-Item (Enchantment)

The item enchantment allows the caster to create a magical item that another mage can use to cast a particular spell. There is a separate Mage-Item spell for each college of magic. The casting cost for Mage-Item is as follows: 100 for an easy spell, 400 for an average spell, 800 for a hard spell and 1600 for a very hard spell.

When assisting the enchantment of a Mage-Item, the assistant must know the Mage-Item spell for the appropriate college, but does not need to know the actual spell being enchanted. The primary enchanter must know both the Mage-Item spell and the spell being enchanted.

Item (Enchantment)

As Mage-Item, above, except that the item can be used by anyone including a non-mage. Casting cost is as Mage-Item x 3.

When assisting the enchantment of a Item, the assistant must know the Item spell for the appropriate college, but does not need to know the actual spell being enchanted. The primary enchanter must know both the Item spell and the spell being enchanted. 

Adder (Enchantment)

An adder is a magic item which adds to the casters skill with a single spell, several spells, a college, or even an entire realm. Adders are cumulative with increased levels of Magery and provide the same benefits to reducing casting costs. Multiple adders of different grades are not cumulative with one another. A mage can enchant an adder for only those spells in which he has two applicable levels of magery.

Adders for single spells have enchantment costs as follows:

Adder Grade +1 +2 +3 +4 +5
Single-Spell 100 200 400 800 1600
Spell Group (3-5 closely linked spells) 200 400 800 1600 3200
College 400 800 1600 3200 6400
Realm 800 1600 3200 6400 12800

Focus (Enchantment)

A focus is a magical item which grants a non-mage the ability to cast spells in a normal mana area. Foci are specific to a particular college of magic, and the magesight that they grant is limited to seeing influences in auras related to that college of magic. A character in possession of a focus can learn and cast spells from that college (as well as learn the recover mana spell from meta-spells) normally. If the character ever loses their focus, they are unable to cast spells.

Weapon and Armor Enchantments

All weapon and Armor Enchantments require that the Mage and all his assistants be skilled in Smith-craft. Assistants must have at least skill 12- in the appropriate crafting skill for the item being enchanted in addition to the usual requirements to assist an enchantment. The primary caster must have skill and Magery level indicated by the following chart. 

Spell Magnitude Mana Craft Skill Magery
Accuracy (+1/+2/+3) 250/1000/5000 12/16/20 I/II/III
Puissance (+1/+2/+3) 250/1000/5000 12/16/20 I/II/III
Fortify (+1/+2/+3/+4/+5) 200/800/3000/8000/15000 12/14/16/18/20 I/I/II/III/IV
Defending (+1/+2/+3) 500/1000/2000 12/16/20 I/II/III
Lighten (25% / 50%) 100/500 12/16 I/III