New GURPS Spells
Many of which have either not been play-tested fully or are not yet in their final form.
Temporary Enchantment (Enchantment)
This spell lets the enchanter create magic items that will function
only a certain number of times before losing their enchantment. The
energy savings is substantial for a low number of uses, but reduces as
the number of uses increases.
The cost to temporarily enchant an item is a percentage of the
normal enchantment cost, and can be derived from the formula
[P = Uses / (Uses + 6)]. Thus, the cost to enchant an item for only
one use is 1/7, or 14%, of the normal enchantment cost. The cost to
enchant an item for 50 uses is 50/56, or 89%, of the normal
Temporary Enchantment is used in place of the Enchant spell, and is
otherwise identical to that spell. However, Temporary Enchantment
cannot be used with any spells from the Enchantment college or Meta-
Spell college except the following: Speed, Power, Hex, Limit, Name,
Link. It can never be used to reduce the cost of enchantments that are
already limited (e.g., Skull Spirit).
Duration: Until the item's uses have run out.
Cost and time: Determined by the specific spell and the number of
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