Alternate Enchantment

An Expanded Look at Creating Magic Items in GURPS

by Sam Young

Lorith moved deftly to set her wares out as the market crowd began to trickle in. With a flick of her wrist, she folded red felt matting into an attractive wave around a Resist Fire amulet. It was one of her finest pieces yet, the kind of work that could gain her recognition and maybe a few commissions. She wanted it displayed prominently. After a few more adjustments, she stood back to appraise her stall's appearance and then, satisfied, turned away.

Taking a deep breath, she began to hawk her wares. "Enchantments! Fire enchantments! Finest quality!"

It wasn't long before she'd attracted a customer. He indicated the Amulet with a bony finger. "How much?" he rasped.

Lorith clenched her jaw to repress a smile. Had to remain professional. The stranger's eyes never moved from the amulet while she went through the figures in her head. After a long silence, she turned to the GM. "Well?"

The GM grimaced and paged through her notes. "Uh . . . are you using Umana?"

* * *

One of the things that sets the enchantment system in GURPS' Magic apart is its attempt to explore the economic implications of its mechanics. Unfortunately, the prices in the Basic Set and Magic are based on assumptions that do not hold up in every setting. This article discusses how to alter those assumptions and what effects the alterations will have on the prices of magic items. Five fully-computed examples are provided as well.

There are five basic forces influencing the cost of magic items:

Energy and Fatigue

The standard GURPS magic system assumes that all mages are fatigue casters. The amount of energy they can expend is limited by their fatigue scores, and they recover from its use fairly quickly. A fatigue caster with no skill in Recover Strength will recover one point of fatigue every 10 minutes. Quick and Dirty enchantments take 60 minutes per 100 energy used, and use 10 fatigue from each caster. That makes one casting cycle at least 160 minutes long. In an eight-hour work day there are 480 minutes, so three casting cycles can be completed. Three cycles take 30 fatigue from an average caster, so each fatigue point costs 1/30 of the enchanters' daily salary. For example, $25 per day divided by 30 points comes to $0.83 per point, which is rounded to $100 in Basic and Magic.

The best known and most widely used alternative to fatigue casting comes from S. John Ross' "Unlimited Mana" article. Unlimited Mana ("Umana") gives casters access to limitless magical energy, but balances increased power with increased risk, and measures recovery in days rather than minutes. Umana mages recover from energy expenditures at an average rate of eight points daily. Enchanters may choose to exceed Thresh on occasion, but can't make a regular practice out of it. Therefore, they charge one-eighth of their daily salary per energy point they use. With an average salary of $25, each point costs $3.125.

The Speed of Slow

Many genres have nearly ubiquitous magical items, which is implausible under GURPS' default pricing scheme. GMs looking to keep economic realism alongside cheap and common magic items will want less expensive enchantment options. Simply allowing Slow and Sure enchantments to be cast more than once per day can drastically change the prices for large enchantments. Likely limits are one casting per hour or one casting per fatigue point per day, but anything is possible.

Powerstones

Not every setting will have powerstones, but their existence in ready quantities is a central assumption of GURPS' enchantment rules. Without powerstones (or another external power source -- see GURPS Technomancer for the effects of Industrial Enchantment), the amount of energy contributed by each caster will be limited to his own reserves, averaging 10 fatigue normally, or 8 energy points with the Unlimited Mana system. Without extremely high skill and a large number of casters, the size of Quick and Dirty enchantments will be very limited. For the standard group of six enchanters, the normal cap will be a paltry 60 fatigue or 48 energy points -- hardly enough for even basic enchantments. Slow and Sure casting will have to be used for most items of useful size. Of course, if the GM permits a series of Quick and Dirty castings to contribute toward the same enchantment, the resulting items will be extremely cheap to produce!

Large powerstones are very likely to have quirks that will affect their use, recharge rate and conditions, and so on, and enchanting can be a risky business. The risks of summoning a demon, destroying the item (and days if not years of work), or perverting the enchantment are great enough without imperfect powerstones contributing additional difficulties. If quirked powerstones aren't adequate for enchanting, the cost of other enchantments will be raised, often very significantly.

When creating large powerstones, the expense of the gems quickly outweighs the enchanter's salary. For example, the labor for a standard 100-point powerstone accounts for only about 1% of its cost! Obviously, use of cheaper gems can alter this ratio, but enchanting frequency and mage salaries will make little difference. Two options exist for making gems cheaper. First, less expensive materials can be used. Second, more energy can be permitted in a smaller gem. The end result of either decision will be similar, and they can be combined to justify virtually any formula the GM wishes to apply to get the unenchanted stone's cost.

A final consideration is the enchanter's expected return on the powerstones used in Quick and Dirty enchanting. GURPS Basic assumes 36% per year, or roughly 1,000 days to full recovery of the stones' cost. If powerstones are very common or cheap, there will be less pressure on the enchanters to recover those costs. Conversely, more rare stones will make every enchanter anxious to recoup his costs to ensure they will not cripple his business over the long term.

Enchanter Salaries

At the default $25 per day with $1,000 starting wealth, enchanters make quite a nice living. Depending upon the scarcity and efficacy of thaumaturgic knowledge, and societal attitudes toward magic, though, enchanters could range from Struggling to Filthy Rich. Because of their long recovery times relative to fatigue casters, Umana enchanters are especially likely to be dabblers and to have other jobs, which may lower enchanters' salaries across the board.

Enchanter Skill

An effective skill 15 is assumed throughout GURPS' enchantment rules. However, by improving by only one level, a powerstone enchanter can greatly improve the quality of his work and his returns compared to less-skilled competitors. And if skill 16 were the expected norm, market prices for both powerstones and enchantments would decrease significantly.

High skill levels also decrease enchantment costs by permitting larger casting circles and more -- hence smaller -- powerstones. Conversely, lower skill will lead to smaller circles, and will drive prices up.

Putting It Together

It would be impossible to list prices for every potential combination of the enchantment variations discussed above. Here are a few tables for selected combinations.

A few notes apply to all the prices below. First, all prices have been rounded to two digits. Second, note that powerstone prices reflect only their manufacturing costs -- typical retail price will be twice the given values. Finally, the prices for enchantments exclude the item itself and any special components (e.g., "a black opal worth at least $2,000"). To keep magic items especially rare, GMs may want to double the price of the basic items in addition to their enchantment costs. This can also allow the enchanters to better recover their costs.

Unlimited Mana

The standard enchantment guidelines remain in effect, but enchanters use Unlimited Mana and, because they often have short work days, their daily salary is only $20.

Powerstones

   

Unquirked Powerstones

   

Enchantments

Size

   

Cost

   

Size

   

Cost

   

Size

   

Cost

1

   

$71

               

1

   

$73

            

<120

   

Size × $2.5

2

   

$170

               

2

   

$180

            

120

   

$310

3

   

$290

               

3

   

$310

            

125

   

$360

4

   

$430

               

4

   

$480

            

130

   

$410

5

   

$600

               

5

   

$700

            

135

   

$460

6

   

$810

               

6

   

$960

            

140

   

$520

7

   

$1,000

               

7

   

$1,300

            

145

   

$590

8

   

$1,300

               

8

   

$1,600

            

150

   

$670

9

   

$1,600

               

9

   

$2,100

            

155

   

$760

10

   

$1,900

               

10

   

$2,600

            

160

   

$850

12

   

$2,700

               

12

   

$3,800

            

165

   

$960

15

   

$4,200

               

15

   

$6,400

            

170

   

$1,100

20

   

$7,600

               

20

   

$13,000

            

175

   

$1,200

25

   

$12,000

               

25

   

$25,000

            

180

   

$1,300

30

   

$19,000

               

30

   

$45,000

            

185

   

$1,500

35

   

$28,000

               

35

   

$75,000

            

190

   

$1,700

40

   

$39,000

               

40

   

$120,000

            

195

   

$1,900

45

   

$53,000

               

45

   

$190,000

            

200

   

$2,100

50

   

$71,000

               

50

   

$300,000

            

205

   

$2,300

60

   

$120,000

               

60

   

$680,000

            

210

   

$2,500

70

   

$200,000

               

70

   

$1,500,000

            

215

   

$2,800

80

   

$310,000

               

80

   

$3,000,000

            

220

   

$3,000

90

   

$460,000

               

90

   

$6,100,000

            

225

   

$3,300

100

   

$690,000

               

100

   

$12,000,000

            

230

   

$3,700

 

   

 

               

 

   

 

            

235

   

$4,000

 

   

 

               

 

   

 

            

240

   

$4,400

 

   

 

               

 

   

 

            

245

   

$4,800

 

   

 

               

 

   

 

            

>245

   

Size × $20

Commonplace Enchantment

Because Slow and Sure enchantments are cast twice a day and energy is stored in powerstones at two points per carat, this variant brings down the prices of enchantments without altering enchanters' skill or salary. The low cost of powerstones allows enchanters to recover those costs at only 20% per year.

Powerstones

   

Unquirked Powerstones

   

Enchantments

Size

   

Cost

   

Size

   

Cost

   

Size

   

Cost

1

   

$36

         

1

   

$37

         

<165

   

Size × $0.83

2

   

$78

         

2

   

$82

         

165

   

$140

3

   

$130

         

3

   

$140

         

170

   

$160

4

   

$180

         

4

   

$210

         

175

   

$180

5

   

$250

         

5

   

$290

         

180

   

$200

6

   

$320

         

6

   

$380

         

185

   

$220

7

   

$400

         

7

   

$490

         

190

   

$240

8

   

$490

         

8

   

$610

         

195

   

$260

9

   

$590

         

9

   

$760

         

200

   

$290

10

   

$690

         

10

   

$920

         

205

   

$340

12

   

$940

         

12

   

$1,300

         

210

   

$370

15

   

$1,400

         

15

   

$2,100

         

215

   

$400

20

   

$2,400

         

20

   

$4,300

         

220

   

$440

25

   

$3,800

         

25

   

$7,800

         

225

   

$480

30

   

$5,600

         

30

   

$13,000

         

230

   

$520

35

   

$8,100

         

35

   

$22,000

         

235

   

$560

40

   

$11,000

         

40

   

$35,000

         

240

   

$610

45

   

$15,000

         

45

   

$55,000

         

245

   

$670

50

   

$20,000

         

50

   

$84,000

         

250

   

$720

60

   

$34,000

         

60

   

$190,000

         

255

   

$780

70

   

$54,000

         

70

   

$400,000

         

260

   

$850

80

   

$83,000

         

80

   

$820,000

         

265

   

$910

90

   

$120,000

         

90

   

$1,600,000

         

270

   

$990

100

   

$180,000

         

100

   

$3,200,000

         

275

   

$1,100

 

   

 

         

 

   

 

         

280

   

$1,100

 

   

 

         

 

   

 

         

285

   

$1,200

 

   

 

         

 

   

 

         

290

   

$1,300

 

   

 

         

 

   

 

         

295

   

$1,400

 

   

 

         

 

   

 

         

300

   

$1,500

 

   

 

         

 

   

 

         

305

   

$1,700

 

   

 

         

 

   

 

         

310

   

$1,800

 

   

 

         

 

   

 

         

315

   

$1,900

 

   

 

         

 

   

 

         

320

   

$2,000

 

   

 

         

 

   

 

         

325

   

$2,200

 

   

 

         

 

   

 

         

330

   

$2,300

 

   

 

         

 

   

 

         

335

   

$2,500

 

   

 

         

 

   

 

         

340

   

$2,600

 

   

 

         

 

   

 

         

345

   

$2,800

 

   

 

         

 

   

 

         

350

   

$3,000

 

   

 

         

 

   

 

         

355

   

$3,200

 

   

 

         

 

   

 

         

360

   

$3,400

 

   

 

         

 

   

 

         

365

   

$3,600

 

   

 

         

 

   

 

         

370

   

$3,800

 

   

 

         

 

   

 

         

375

   

$4,000

 

   

 

         

 

   

 

         

380

   

$4,300

 

   

 

         

 

   

 

         

385

   

$4,500

 

   

 

         

 

   

 

         

390

   

$4,800

 

   

 

         

 

   

 

         

>390

   

Size × $12.5

Lower-Paid Enchanters

Here, enchanters are paid only $15 per day, on average, and work 10-hour days. Because highly skilled mages find it easy to make a better income doing more interesting things, lead enchanters typically have skills of only 18, limiting the enchanting circle to four mages. Also, powerstones in this setting are made of less-valuable materials, costing only 80% normal, and enchanters recover their costs at 25% per year.

Powerstones

   

Unquirked Powerstones

   

Enchantments

Size

   

Cost

   

Size

   

Cost

   

Size

   

Cost

1

   

$56

         

1

   

$58

         

<75

   

Size × $0.40

2

   

$130

         

2

   

$140

         

75

   

$35

3

   

$230

         

3

   

$250

         

80

   

$48

4

   

$340

         

4

   

$380

         

85

   

$65

5

   

$480

         

5

   

$550

         

90

   

$86

6

   

$640

         

6

   

$760

         

95

   

$110

7

   

$820

         

7

   

$1,000

         

100

   

$150

8

   

$1,000

         

8

   

$1,300

         

105

   

$190

9

   

$1,300

         

9

   

$1,600

         

110

   

$230

10

   

$1,500

         

10

   

$2,000

         

115

   

$280

12

   

$2,100

         

12

   

$3,000

         

120

   

$340

15

   

$3,300

         

15

   

$5,100

         

125

   

$410

20

   

$6,000

         

20

   

$11,000

         

130

   

$490

25

   

$9,800

         

25

   

$20,000

         

135

   

$580

30

   

$15,000

         

30

   

$36,000

         

140

   

$690

35

   

$22,000

         

35

   

$60,000

         

145

   

$800

40

   

$31,000

         

40

   

$98,000

         

150

   

$940

45

   

$42,000

         

45

   

$150,000

         

155

   

$1,100

50

   

$57,000

         

50

   

$240,000

         

160

   

$1,300

60

   

$97,000

         

60

   

$540,000

         

165

   

$1,400

70

   

$160,000

         

70

   

$1,200,000

         

170

   

$1,600

80

   

$240,000

         

80

   

$2,400,000

         

175

   

$1,900

90

   

$370,000

         

90

   

$4,900,000

         

180

   

$2,100

100

   

$550,000

         

100

   

$9,700,000

         

185

   

$2,400

 

   

 

         

 

   

 

         

190

   

$2,700

 

   

 

         

 

   

 

         

>190

   

Size × $15

Master Enchanters

This variant assumes that lead enchanters routinely have skill levels of 25, which allows an effective skill of 16 with a circle of 10 mages. Powerstones are also enchanted with skill level 16, and only unquirked powerstones are used for enchanting. Naturally, master enchanters like these are paid handsomely, but the large number of apprentices involved in enchantments keeps the average daily salary at only $40. Otherwise, the default assumptions apply.

Powerstones

   

Unquirked Powerstones

   

Enchantments

Size

   

Cost

   

Size

   

Cost

   

Size

   

Cost

1

   

$90

         

1

   

$92

         

<190

   

Size × $1.33

2

   

$200

         

2

   

$210

         

190

   

$260

3

   

$330

         

3

   

$350

         

195

   

$290

4

   

$490

         

4

   

$520

         

200

   

$370

5

   

$670

         

5

   

$710

         

205

   

$400

6

   

$860

         

6

   

$940

         

210

   

$430

7

   

$1,100

         

7

   

$1,200

         

215

   

$470

8

   

$1,300

         

8

   

$1,500

         

220

   

$510

9

   

$1,600

         

9

   

$1,800

         

225

   

$550

10

   

$1,900

         

10

   

$2,200

         

230

   

$600

12

   

$2,500

         

12

   

$3,000

         

235

   

$650

15

   

$3,700

         

15

   

$4,500

         

240

   

$710

20

   

$6,100

         

20

   

$8,000

         

245

   

$770

25

   

$9,300

         

25

   

$13,000

         

250

   

$830

30

   

$13,000

         

30

   

$20,000

         

255

   

$900

35

   

$18,000

         

35

   

$28,000

         

260

   

$970

40

   

$23,000

         

40

   

$40,000

         

265

   

$1,100

45

   

$29,000

         

45

   

$54,000

         

270

   

$1,100

50

   

$37,000

         

50

   

$72,000

         

275

   

$1,200

60

   

$54,000

         

60

   

$120,000

         

280

   

$1,300

70

   

$75,000

         

70

   

$190,000

         

285

   

$1,400

80

   

$100,000

         

80

   

$300,000

         

290

   

$1,500

90

   

$130,000

         

90

   

$450,000

         

295

   

$1,600

100

   

$170,000

         

100

   

$660,000

         

300

   

$1,800

 

   

 

         

 

   

 

         

305

   

$1,900

 

   

 

         

 

   

 

         

310

   

$2,100

 

   

 

         

 

   

 

         

315

   

$2,200

 

   

 

         

 

   

 

         

320

   

$2,400

 

   

 

         

 

   

 

         

325

   

$2,500

 

   

 

         

 

   

 

         

330

   

$2,700

 

   

 

         

 

   

 

         

335

   

$2,900

 

   

 

         

 

   

 

         

340

   

$3,000

 

   

 

         

 

   

 

         

345

   

$3,200

 

   

 

         

 

   

 

         

350

   

$3,400

 

   

 

         

 

   

 

         

355

   

$3,700

 

   

 

         

 

   

 

         

360

   

$3,900

 

   

 

         

 

   

 

         

365

   

$4,100

 

   

 

         

 

   

 

         

370

   

$4,400

 

   

 

         

 

   

 

         

375

   

$4,600

 

   

 

         

 

   

 

         

380

   

$4,900

 

   

 

         

 

   

 

         

385

   

$5,200

 

   

 

         

 

   

 

         

390

   

$5,500

 

   

 

         

 

   

 

         

395

   

$5,800

 

   

 

         

 

   

 

         

400

   

$6,100

 

   

 

         

 

   

 

         

405

   

$6,500

 

   

 

         

 

   

 

         

410

   

$6,800

 

   

 

         

 

   

 

         

415

   

$7,200

 

   

 

         

 

   

 

         

420

   

$7,600

 

   

 

         

 

   

 

         

425

   

$8,000

 

   

 

         

 

   

 

         

430

   

$8,400

 

   

 

         

 

   

 

         

435

   

$8,800

 

   

 

         

 

   

 

         

440

   

$9,200

 

   

 

         

 

   

 

         

445

   

$9,700

 

   

 

         

 

   

 

         

450

   

$10,000

 

   

 

         

 

   

 

         

455

   

$11,000

 

   

 

         

 

   

 

         

460

   

$11,000

 

   

 

         

 

   

 

         

465

   

$12,000

 

   

 

         

 

   

 

         

470

   

$12,000

 

   

 

         

 

   

 

         

475

   

$13,000

 

   

 

         

 

   

 

         

480

   

$13,000

 

   

 

         

 

   

 

         

485

   

$14,000

 

   

 

         

 

   

 

         

490

   

$15,000

 

   

 

         

 

   

 

         

495

   

$15,000

 

   

 

         

 

   

 

         

500

   

$16,000

 

   

 

         

 

   

 

         

505

   

$17,000

 

   

 

         

 

   

 

         

510

   

$18,000

 

   

 

         

 

   

 

         

515

   

$18,000

 

   

 

         

 

   

 

         

520

   

$19,000

 

   

 

         

 

   

 

         

525

   

$20,000

 

   

 

         

 

   

 

         

530

   

$21,000

 

   

 

         

 

   

 

         

>530

   

Size × $40

Rare Magic

This Unlimited Mana variant assumes that few mages exist, and magic items are rare. Lead enchanters rarely have skill levels exceeding 17, so only three mages work together on enchantments. Powerstones are made from gems costing twice normal, and enchanters use only unquirked stones, so they are enchanted at skill 16 to keep the number needed to a minimum. The rarity of magic allows competent enchanters to command high salaries, averaging $40 per day, and to recover the costs of their powerstones after only one year.

Powerstones

   

Unquirked Powerstones

   

Enchantments

Size

   

Cost

   

Size

   

Cost

   

Size

   

Cost

1

   

$160

         

1

   

$160

         

<50

   

Size × $5

2

   

$400

         

2

   

$410

         

50

   

$350

3

   

$730

         

3

   

$760

         

55

   

$580

4

   

$1,100

         

4

   

$1,200

         

60

   

$900

5

   

$1,600

         

5

   

$1,800

         

65

   

$1,300

6

   

$2,200

         

6

   

$2,400

         

70

   

$1,900

7

   

$2,900

         

7

   

$3,200

         

75

   

$2,600

8

   

$3,700

         

8

   

$4,100

         

>75

   

Size × $40

9

   

$4,500

         

9

   

$5,100

         

 

   

 

10

   

$5,400

         

10

   

$6,200

         

 

   

 

12

   

$7,600

         

12

   

$8,900

         

 

   

 

15

   

$12,000

         

15

   

$14,000

         

 

   

 

20

   

$20,000

         

20

   

$26,000

         

 

   

 

25

   

$31,000

         

25

   

$44,000

         

 

   

 

30

   

$45,000

         

30

   

$68,000

         

 

   

 

35

   

$63,000

         

35

   

$100,000

         

 

   

 

40

   

$83,000

         

40

   

$140,000

         

 

   

 

45

   

$110,000

         

45

   

$200,000

         

 

   

 

50

   

$130,000

         

50

   

$260,000

         

 

   

 

60

   

$200,000

         

60

   

$450,000

         

 

   

 

70

   

$280,000

         

70

   

$730,000

         

 

   

 

80

   

$380,000

         

80

   

$1,100,000

         

 

   

 

90

   

$510,000

         

90

   

$1,700,000

         

 

   

 

100

   

$650,000

         

100

   

$2,500,000

         

 

   

 

Other Times and Places

The prices in Basic and above assume an average starting wealth of $1,000. To adjust prices for other economies, multiply them by the quotient of the campaign's starting wealth divided by $1,000. For example, in a campaign with a starting wealth of $5,000, prices for enchantments and powerstones would be five times their listed values.

Where Do The Numbers Come From?

Brett Slocum's "The Compleat Powerstone" goes into great depth describing the pricing of powerstones. The prices here were generated with the same formulae, but vary due to labor costs and skill variations. For skill 16, replace "0.9815^P" with "0.9954^P" in the formula for the odds of breaking a stone and "0.9717^P" with "0.9860^P" for the odds of an unquirked powerstone.

To get the cost of an enchanted item, take the total energy required and subtract the amount of energy that can be provided by the casters. Divide the remainder by the number of casters to get the necessary size of powerstone. Fractions mean that two different sizes of stone will be used, in an appropriate ratio. The cost per point of energy from a powerstone is equal to its production cost divided by the number of days required to recover its cost (roughly 1,000 in GURPS Basic). The total cost of the enchantment is the cost per point of the powerstones' energy multiplied by their size, plus the cost of the enchanters' energy.

An example:

In the Unlimited Mana setting above, we want to figure out the cost of a 160- point enchantment. With six enchanters, we get 48 energy. 48 from 160 leaves 112. 112 divided by 6 is 18.7. We'll need four 19-point stones and two 18- point stones.

Doing some calculations, we find that a 19-point stone costs $6800 and 18- points stones cost $6000. The cost of the energy from each stone is its size times its cost, divided by 1000 (for 36% recovery), for a total of $517 for the 19-point stones and $216 for the 18-points stones.

Because we're using all of the enchanters' energy, labor costs are $20 times 6, or $120. $120 plus $517 plus $216 is $853, rounded to $850.

Additional Reading




Article publication date: October 17, 2003


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