ENCHANTMENTS

Last update: Sat. August 9 2008

**Introduction**

** GURPS Magic**
, P.21-22 says to us how to figure out the cost of magic items. It is not good, however, to compute the

**Various Skill Level and Mean Salary**

In
** GURPS Magic**
, P.21, it is assumed, that a journeyman enchanter (Enchant-15) makes an Average salary, and that a master (Enchant-20) is a Comfortable job. In real, however, the skill level may vary, and superior enchanters earn more. To estimate this, we begin by assuming that every two levels exceeds 20 in Enchant improve the job's Wealth level by one, for +2 overqualification exactly negates one level difference of the job's Status level in finding jobs (see

A: A Master's Skill Level | B: A Master's Salary | C: Circle Size | D: Mean Salary |
---|---|---|---|

15 | E (Journeyman's Salary) | 1 | E |

16 | 1.2 × E | 2 | 1.10 × E |

17 | 1.4 × E | 3 | 1.13 × E |

18 | 1.6 × E | 4 | 1.15 × E |

19 | 1.8 × E | 5 | 1.16 × E |

20 | 2 × E | 6 | 1.16 × E |

21 | 3.5 × E | 7 | 1.21 × E |

22 | 5 × E | 8 | 1.50 × E |

23 | 12.5 × E | 9 | 2.27 × E |

24 | 20 × E | 10 | 2.90 × E |

25 | 60 × E | 11 | 6.36 × E |

26 | 100 × E | 12 | 9.25 × E |

27 | 550 × E | 13 | 43.2 × E |

28 | 1,000 × E | 14 | 72.3 × E |

29 | 5,500 × E | 15 | 367 × E |

30 | 10,000 × E | 16 | 625 × E |

31 | 55,000 × E | 17 | 3,230 × E |

32 | 100,000 × E | 18 | 5,550 × E |

33 | 550,000 × E | 19 | 28,900 × E |

34 | 1,000,000 × E | 20 | 50,000 × E |

Note that this list is under these assumptions.

- E is the typical monthly pay for Average job, and may vary in the world's TL (see
, P.517).*GURPS Basic Set*

- A that cannot be obtained directly is obtained by using linear interpolation.

- Mean salary is calculated to three significant figures as D = (B + (C - 1) × E) / C and all "fractions" are dropped off.

**Enchantment Cycles**

According to
** GURPS Magic**
, P.22, average enchanters contribute 10 FP in a Quick and Dirty Enchantment and 50 minutes to regain them, for they have Recover Energy-15. Thus, one-hour enchantment has 60 + 5 × 10 = 110 minutes of cycle, or about 4.4 cycles in an eight-hour workday. It does not consider, however, two very important factors -mealtime and variable rest time. Every day, most humans spend 90 minutes in eating (see

F: FP Contribution | G: Rest Time without Meal | H: Number of Cycles |
---|---|---|

1 | 5 minutes | 8 |

2 | 10 minutes | 8 |

3 | 15 minutes | 8 |

4 | 20 minutes | 8 |

5 | 25 minutes | 8 |

6 | 30 minutes | 7 1/3 |

7 | 35 minutes | 7 |

8 | 40 minutes | 6.6 |

9 | 45 minutes | 6 2/11 |

10 | 50 minutes | 6 |

Note that enchanters gain 36 FP for "free" and eight hour of labor may have no more than eight enchantments. In real enchantment cycles, enchanters must pace to the slowest recovery, which is listed as below.

I: Total FP Contribution | A | C | D | H | Notes |
---|---|---|---|---|---|

1-4 | 15 | 1 | E | 8 | |

5 | 15 | 1 | E | 8 | [1] |

6 | 15 | 1 | E | 7 1/3 | |

7 | 15 | 1 | E | 7 | [1] |

8 | 15 | 1 | E | 6.6 | |

9 | 15 | 1 | E | 6 2/11 | |

10 | 15 | 1 | E | 6 | |

11-12 | 16 | 2 | 1.10 × E | 7 1/3 | |

13-14 | 16 | 2 | 1.10 × E | 7 | [1] |

15-16 | 16 | 2 | 1.10 × E | 6.6 | |

17-18 | 16 | 2 | 1.10 × E | 6 2/11 | |

19-20 | 16 | 2 | 1.10 × E | 6 | |

21 | 17 | 3 | 1.13 × E | 7 | [1] |

22-24 | 17 | 3 | 1.13 × E | 6.6 | |

25-27 | 17 | 3 | 1.13 × E | 6 2/11 | |

28-30 | 17 | 3 | 1.13 × E | 6 | |

31-32 | 18 | 4 | 1.15 × E | 6.6 | |

33-34 | 19 | 4 | 1.20 × E | 6.6 | [2, 3] |

35-36 | 18 | 4 | 1.15 × E | 6 2/11 | |

37-40 | 18 | 4 | 1.15 × E | 6 | |

41-42 | 19 | 5 | 1.16 × E | 6.6 | [2] |

43-46 | 19 | 5 | 1.16 × E | 6 2/11 | [2] |

47-50 | 19 | 5 | 1.16 × E | 6 | [2] |

51-55 | 20 | 6 | 1.16 × E | 6 2/11 | [2] |

56-60 | 20 | 6 | 1.16 × E | 6 | [2] |

61-64 | 21 | 7 | 1.21 × E | 6 2/11 | [2] |

65-70 | 21 | 7 | 1.21 × E | 6 | [2] |

71-73 | 22 | 8 | 1.50 × E | 6 2/11 | [2] |

74-80 | 22 | 8 | 1.50 × E | 6 | [2] |

81-84 | 23 | 9 | 2.90 × E | 8 | [2, 4] |

85 | 23 | 9 | 2.90 × E | 8 | [1, 2, 4] |

86-90 | 23 | 9 | 2.98 × E | 8 | [2, 4] |

91-94 | 24 | 10 | 3.54 × E | 8 | [2, 4] |

95 | 24 | 10 | 3.54 × E | 8 | [1, 2, 4] |

96-100 | 24 | 10 | 3.62 × E | 8 | [2, 4] |

Notes

[1]: Some enchanters are tired at the end of the day. (4 or less FP are not recovered in time.)

[2]: The master has Recover Energy at 20+. (Otherwise, the master have Recover Energy at 15-19.)

[3]: Enchantment power of 16, which is the most efficient. (Otherwise, power 15 makes the cheapest.)

[4]: Some journeymen are skilled (Recover Energy-20 and Enchant-19). (Otherwise, least skilled journeymen (Recover Energy-15 and Enchant-15) make the cheapest.)

Longer Enchantments make things easier; they are only done four or less times in an eight-hour workday, and enchanters do not need rest time other than "free recovery". (Two-hours ceremonies might make mages tired (4 or less FP are not recovered in time), but it is not crippling.) So, number of cycles are obtained as H = 8 / (J: casting time in hour).

**Staffs for Enchantment**

** GURPS Magic**
ignores the effect from Powerstones completely. In fact, however, they give a few points, especially when long ceremonies are done in (very) high mana area. Imagine a six-foot length wooden pole with two Powerstones attached to each end. When Staff spell is enchanted on it, its Powerstones become dedicated (see

**Enchantment Cost**

We have checked factors that influence the labor cost. But anyway, how can we calculate the actual cost?
** GURPS Magic**
, P.22 describes about calculations to gain M (the labor cost) from N (energy cost). It seems very confusing, but is actually simple. Here are the formulae.

*Quick and Dirty*:

M = N × C × D / 22 / ((I + K) × H) / 0.9547 = N × (B + (C-1) × E) / (I × H × 21.0034 + L × 117.61904)

*Slow and Sure*:

M = N × E / 22 / 0.9547 = N × E / 21.0034

Note that C, H, I and L are determined from B, E, N, mana level and number of staffs, which are all given.

**More Things to be Thought about**

*Charge Powerstone*(see, P.126):*GURPS Magic*

Charge Powerstone seems to improve Powerstones' recovery rate dramatically. It has some risk, however, to break the stone and its cost must be added to M. Do not forget the rabor cost to cast the spell (see*Non-Assistant Mages*). Charge Powerstone-enchanted Powerstones must be considered again: Their recovery rate are doubled but increase the risk to break the stones. Note that they shall be very expensive!*Draw Power*(see, P.180):*GURPS Magic*

We ignore Draw Power spell in the article for some reasons written below. First, Draw Power needs vast amount of energy and its supply must be prepared. But their cost are too complicated and various to be considered. Furthermore, energy contribution by Draw Power depends on the caster's Magery level and health, which are hard to assume the "average". To use Draw Power, each GM must set these factors and modify the costs. Do not forget the penalty caused by the spell.*Higher Power*:

In the article, we assume almost all enchantment are done at power 15, which makes labor cost lowest. In fact, however, higher power makes most efficient in some cases, for effective skill 16+ in Quick and Dirty Enchantments doubles the mergin of critical success, which increase the item's power and value. Especially for minor magic items that need 50 or less energy, labor cost increases little. In such a case, many enchantment groups may try "gambles", and there might be many high-powered items. Note that variable bonuses from Visualization or Symbol Drawing enable the group to "gamble" with little risk.*Mana Level*:

We have considered enchantment only in normal or high mana. Very high mana makes enchantments much easier. It grants so much energy to mages and powerstones that it increases H and L. On the other hand, low mana is major disadvantage. Even staffs for enchantment give little energy and Recover Energy will not work. Furthermore, five-point penalty turns talented masters into journeymen. Note that enchanters in low mana area may regain FP almost as fast as they are in higher mana area, if mages may recover fatigue by Breath Control skill.*Manastone*(see, P.70):*GURPS Magic*

Manastone may improve stones'*effective*recovery rate just like*Charge Powerstone*. Its risk is also like those of*Charge Powerstone*. (The risk may be higher, though.) There are some differences, however, between the two. First, the time to create a Manastone is much longer than those to cast Charge Powerstone. Second, Manastones may improve not only the rate but also maximum energy given by the stone.*Non-Assistant Mages*:

Helps from non-assistant mages make the enchantment more efficiently. Lend Energy allows the enchanters having less rest. Wisdom or Bless do not increase the skill directly, but gives great bonuses to the mages with Visualization or Symbol Drawing. Furthermore, a mage with Share Energy and Telecast can provide up to five points of energy (Usually. It depends on Magery.) without any ill effects! Note that helping mages recover their FP during the ceremony and do not affect the enchantment cycle. Of cource, pays to these mages must be calculated on M.*Powerstone*(see, P.69):*GURPS Magic*

No other magic items are more difficult to calculate their price than Powerstones. Their energy cost is determined by the value of the material, and many enchantments and the "bargain" of quirked stones make harder to know O (the effective probability that the process sucseeds). In some cases, however, the cost may be obtained easily, for Powerstone spell can be enchanted anything valuable at normal cost. A 1-point Powerstone worth $120 (= 10 × 2^{2}+ 40 × 2) is a good material for a 2-points Powerstone, even if its "raw material" is not worth $50 (= 10 × 1^{2}+ 40 × 1). To make the problems simple, we only consider 20-points enchantments. (Quadrupled energy seems nonsense in most cases.) O is 0.9547 + 0.9 × 6 / 216 or about 0.98, for a quirk reduces the stone's price by 10%. (Ignoring the effect from multiple quirks; it gives a little bonus to large Powerstones.) At normal process in making Powerstones, two enchanters work 22 days, try 132( = 22 × 6) enchantments and earn 2.2 × E in a month. Thus, if (10 × P^{2}+ 40 × P) + E / 60 / O < 10 × P^{2}+ 60 × P + 50 or (P - 51)^{2}< 50^{2}+ 366 - 53 / 588 × E, where P is the stone's power, there are appropriate P-points Powerstones that costs $(10 × P^{2}+ 60 × P + 50) or the cheapest to make (P + 1)-points stones. In this case, the price of (P + 1)-point stone is obtaind as one 20-points enchantment cast on the material that costs $(10 × P^{2}+ 60 × P + 50).*Skill Modifiers*:

Bonuses to the spell have little problem. Simply increase C and recalculate. B and E might be decreased, though, because less skilled enchanters may contribute energy. Penalties make things more complicated, for mages with effective skill 14 or less cannot provide energy at all. To solve the matter, find the appropriate skill level of journeyman enchanters and obtain B, C and E. Do not forget modifiers to Recover Energy -bonuses may increase recovery rate dramatically (and vice versa).*Wealth Level*:

This article sets a journeyman enchanter as an Average job and a master enchanter as a Comfortable job. This setting might not apply, of course, in some worlds. In such a case, B and E must be determined with proper assumptions.