Last update: Mon. January 11 2021
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 actual prices. This is the way to solve the problem in Quick and Dirty Enchantments with a few more assumptions.
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 GURPS Basic Set , P.518). This enables us to make the list (see below) that says the master's skill level, size of circle and mean salary.
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.
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 GURPS Basic Set , P.155), which allows recovering an extra FP while resting (see GURPS Basic Set , P.427). In addition, time used for meals is not counted in daily work (see Time Use Sheet or GURPS Basic Set , P.569). So, it is natural that professional enchanters schedule nicely and gain 36 FP (Recover Energy-15+) or 90 FP (Recover Energy-20+; suitable for masters with Enchant-19+) as "free recovery" every day. With this assumption, four one-hour enchantments (each mage contributes 10 FP), 1.5 hours mealtime, and 20 minutes rest make four cycles. In an eight-hour workday, the rest is 220 minutes, in which additional two cycles can be done. Things are somewhat complicated when we think about variable rest time. Let us consider 34-energy enchantment with a master (Enchant-19 and Recover Energy-20) and three journeymen (Enchant-15 and Recover Energy-15). In this case, mages lose 8.5 FP in average, and does not have to rest for 50 minutes, which is enough to recover 10 FP. To produce magic items efficiently, every journeyman should put 8 FP, while a master loses 10 FP in every casting. (Not to contradict the setting in GURPS Magic , we assume that each mage contributes no more than 10 FP.) To estimate the rest time and cycles, use the table below.
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 GURPS Magic , P.70) and give double energy but no penalty in use for enchanting. Note that these Powerstones recharges at normal rate, because they are apart from two yards! It makes sense that most enchanters have one (or more) and use them as very useful items in enchantments. To think about the matter, weekly supply is important -even if mages work only five days in a week, Powerstones do not have holidays. So, K (energy contributed by staffs) is calculated as K = (7 / 5 × 2 × 2 × L / H) = 5.6 × L / H, where L is given by L = (stones' recovery rate (points/day)) × (number of staffs). Do not round down the fractions -it is possible that some tap their stones but some do not. To reflect this, space for the staffs must be considered. Even a large wardrobe (4'3" × 4'3" × 8'6") may hold up to three staffs without ill effects, while rooms surrounding the workplace are good to have dozens of staffs. (There should not be anyone but enchanters within ten yards from the center of enchantment.)
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
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.