Sorcery: Construct Crafting
GURPS Magic has the Golem spell, but there are no rules that cover golem creation with Sorcery or similar systems. Let's fix that.
CONSTRUCT TYPES
There are myriads of different magical constructs, but
most of them can be assigned to one of four categories:
1.
Golems – constructs made of a homogenous material and animated by a
spirit, usually an elemental.
2.
Automata – clockwork constructs animated by the magic itself. They rely
on their mechanism for movement, but this movement is powered by magic, not by
a spirit.
3.
Simulacra – lifelike constructs, usually made to imitate a specific
creature. They are powered by the caster’s life force, not by magic or an
elemental spirit. Some simulacra are able to attain free will and sentience.
4.
Esoteric Constructs – like golems, but made of an esoteric material –
pure magic, force fields, psychic energies. They are the most difficult to
create, and sometimes are difficult to differentiate from elementals or other
magical beings.
BODY DESIGN
First thing the golemcrafter must create is the body.
Usually it is a sculpture. GURPS Low-Tech
Companion 3 provides a way to split the item cost into materials cost and
labor cost. This way we will be able to find out how long it takes to create
the sculpture. First, we have to find out how much a finished sculpture costs.
The only pricing I have found was in GURPS
Dungeon Fantasy 8. Let us assume that the golem is a SM+0 humanoid. Average
human body volume is ~2.8 ft3. The golem’s body must be well made,
so we assume the monthly labor rate to be (craftsman’s monthly pay) x 0.75 as
per LTC3, p. 23. A potter at TL 4 makes $800, so the hourly rate for artistic pottery is ($800 x 0.75)/200 = $3. Thus, a
SM+0 clay body calls for $506,8/$3 = 168,9 man-hours of effort. A potter could
sculpt it by himself in 21.1 days. The body probably should also be dried for
an additional day. A spellcaster with Shape Earth could do that in a very short
time, but would probably ask the same amount of money. The craftsman makes a
single skill check when creating the body. A critical success makes the body
very receptive to enchanting, granting the enchanter a +1 bonus to his rolls
made to enchant the body. A success means that the body is fit for a golem. A
failure or a critical failure results in a flawed body that cannot be
enchanted.
Bone ($240 per ft3; 38 lbs. per ft3;
$3.55 per lb. as material)
Clay ($200 per ft3; 95 lbs. per ft3;
$0.2 per lb. as material)
Ivory ($460 per ft3; 45 lbs. per ft3;
$7 per lb. as material)
Porcelain ($380 per ft3; 100 lbs. per ft3;
$1.25 per lb. as material)
Stone ($430 per ft3; 165 lbs. per ft3;
$0.75 per lb. as material)
Wood ($175 per ft3; 32 lbs. per ft3;
$0.25 per lb. as material)
Clay ($200 per ft3; 95 lbs. per ft3;
$0.2 per lb. as material)
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SM
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Volume, ft3
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Mass, lbs.
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Cost
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Material Cost
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Labor Cost
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+0
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2.8
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266
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$560
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$53,2
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$506,8
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To find the parameters for a body of a different SM,
divide the longest dimension of the SM in yards (see B19) by 2 (longest
dimension of a SM+0 creature), then multiply the volume and mass by the cube of
this number. It is reasonable to forbid creating golem bodies smaller than
SM-5.
Automata are
designed differently from the golems. Creation of an automaton body requires
the Machinist skill. Typically, automatons are made of metal, but some more
exotic variations, such as automatons with wooden or stone cogs may exist.
Automatons are not homogenous, but are unliving. Thus, they are more vulnerable
to physical damage, than the golems, but are lighter and require less material
– material mass is divided by 2.
Simulacrum bodies are designed just like golem bodies, but to achieve likeness
with a specific person, the Artist (Sculpting) roll must be made at -10.
Simulacra require pure elemental material – pure snow from a mountaintop, rocks
from an active volcano, etc. Such materials do not have a set price.
Esoteric constructs do not have their bodies made of any material in the traditional sense.
Their bodies must be “enchanted” into being, as described below.
ENCHANTING
When the golem’s body is complete, it must be
enchanted with the desired abilities. The enchanter must possess the Enchant (GURPS Thaumatology – Sorcery, p. 15)
spell to do this. The golem is considered a magical item for the purpose of
enchanting. The enchanter does not
have to know the spells he is enchanting, but he has to have them written in the
golem construction manual (see below). The enchanter also is not restricted to
only enchanting spells – if he wants to enchant the golem with a magical
ability, he only needs to know a similar spell. For example, if the enchanter
wants the golem to be able to breathe an acid cloud, he may do so if he has the
Spit Acid spell. Enchanted abilities should not have a FP cost, because the
golems lack FP. The golem still can be enchanted to have ER (Magic).
A
construct can have no more points in skills than 10 + 5 per level of
enchanter’s Talent.
If
the cost of the body is 0 or less, it is treated as 1 for esoteric golems.
A golem body has a template that provides
traits that are free – the enchanted
does not have to enchant them. For example, the body template for a humanoid
SM+0 clay golem looks like this:
SM+0 Humanoid Clay
Golem Body
190 points
Attribute Modifiers: ST+5 [50]; DX+1 [20]; HT+4 [40].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10];
Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards
[30]; Injury Tolerance (Homogenous, No Blood) [45]; Unaging [15]; Vacuum
Support [5].
Disadvantages: No Sense of Smell/Taste [-5]; Unhealing (Total)
[-30]; Unnatural [-50].
Features: Neither has nor spends Fatigue Points.
In
addition, the golem has a free mental lens. Typically, it looks like this:
Golem Mentality
-190 points
Attribute Modifiers: IQ-2 [-40].
Advantages: Single-Minded [5]; Unfazeable [15].
Disadvantages: Cannot Learn [-30]; Disturbing Voice [-10]; Hidebound
[-5]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10];
Reprogrammable [-10]; Slave Mentality [-40]; Social Stigma (Valuable Property)
[-10]; Wealth (Dead Broke) [-25].
Expensive Materials: In D&D and other fantasy games there are
golems made of such expensive materials as rubies, diamonds, etc. While they
look great, it is very difficult to accumulate an amount of gemstones enough
for even a SM+0 body, and its cost will be in billions. If a mage managed to create such a golem, the
adventurers who destroy it instantly become multimillionaires. To prevent
this and allow such golems to exist, the GM should allow the enchanters to
embed a piece of the desired expensive material (a gemstone, for example) in
a golem body made of the basic material that corresponds to the expensive
material type (simple rock in this case). This embedded piece of material
must be worth at least twice more than the whole body made of basic material.
In this case, natural properties of the expensive material must be enchanted.
For example, if diamond has DR 10, and the basic rock has DR 5, the enchanter
must enchant additional DR 5. When successfully enchanted, the golem’s body
will transform into the expensive material, but any piece that is cut off
reverts to the basic material. When the golem is destroyed, it reverts to the
basic material as well.
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Automata have the same traits as golems, but they replace
Injury Tolerance (Homogenous, No Blood) [45] with Injury Tolerance (Unliving,
No Blood) [25]. Typically, they have lower HP, but higher DX than the golems.
They are enchanted just like the golems.
Simulacra have different traits.
Typically, they have higher IQ than golems and automata, lack Slave Mentality
and other disadvantages that prevent them from passing as real people, but have
an Obsession that directs their lifestyle. They are still constructs. If they
are trying to mimic a specific person, they might lack the Social Stigma
(Valuable Property) [-10] and even may have Wealth. The typical simulacrum
built from pure snow has the following body template and mentality lens:
Human Snow
Simulacrum Body
140 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+2 [20].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10];
Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards
[30]; Injury Tolerance (Homogenous, No Blood) [45]; Unaging [15]; Vacuum
Support [5].
Disadvantages: No Sense of Smell/Taste [-5]; Unhealing (Total)
[-30]; Unnatural [-50].
Features: Neither has nor spends Fatigue Points.
Assassin Mimic
Mentality
-40 points
Advantages: Single-Minded [5]; Unfazeable [15].
Disadvantages: Obsession (Assassinate the original) [-5]; Secret
(Simulacrum; Possible death) [-30]; Wealth (Dead Broke) [-25].
Resonant Materials: Using the guidelines from GURPS Thaumatology, p. 110, the GM can allow enchanting some
abilities at a 10% EP discount, if the ability is appropriate for the
construct’s material. For example, crystal often is associated with psionics
in fantasy, so it would be fitting to have enchanting Static (Psi) on a
crystal golem be discounted.
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At last, esoteric
constructs can have wildly different body templates, but usually have the
golem mentality lens. Unlike all other constructs, esoteric constructs do not get their body templates for free –
the enchanter must “enchant” it into being. For example, a fire golem will use
the following modified Body of Fire (p. B262) meta-trait as his body template:
Fire Golem Body
-11 points
Attribute Modifiers: ST-10 [-100].
Secondary Characteristics Modifiers: HP+10 [20].
Advantages: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee
Attack, Reach C, -30%) [6]; DR 10 (Limited, Heat/Fire, -40%) [30]; Doesn’t
Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain
Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse)
[100]; Unaging [15]; Vacuum Support [5].
Disadvantages: No Manipulators [-50]; No Sense of Smell/Taste [-5];
Unhealing (Total) [-30]; Unnatural [-50]; Weakness (Water; 1d/minute) [-40].
Features: Neither has nor spends Fatigue Points; Taboo Trait
(Fixed ST).
Constructs and Other Power Sources: This post assumes an
arcane spellcaster doing all the work, but golem crafting is not unique to
the students of the arcane. Clerics are known to enchant golems with divine
energies (the mythological golem was divine in nature). Druids are known to
create small constructs out of twigs and moss known as boguns. Even psionic
constructs may make sense in some settings that use Psionic Enchantment.
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BONDING
Once
the body is enchanted, the golem is still not complete. It must be bound to its
owner with the Golem spell (this works only temporarily and costs 1 FP per
minute) or the Ally advantage modified with Appears
Constantly, No Roll Required, x4 and Minion,
+0% or +50%, depending on the
golem’s mentality (this works permanently, but the owner must have enough
unspent points to purchase the advantage). Alternatively, an item must be enchanted with the Golem spell. In this
case, this item allows the wearer to control only this specific automaton or
esoteric construct. Simulacra often are sentient and have free will.
Alternatively, you may spend extra character points to make the construct independent as per GURPS Power-Ups 5: Impulse Buys. Then, if the construct still has Reprogrammable [-10], you still have to specify how one can give it orders.
CONSTRUCTION MANUALS
It
was mentioned before that the enchanter must have a construction manual to
enchant the golem. Such manuals are prized tomes that describe the process of
body creation and enchanting specific abilities. Without a manual, an enchanter
has to know all the spells required
to enchant the desired abilities. While the manual details the spells required,
it describes them in the context of construct creation, so it is more difficult
to learn these spells from the manual than from a normal grimoire. Treat
learning spells from a construction manual 2 times slower than normal.
Typically, a manual costs $100 + $100 per full 20 points of traits described
and weighs 6 lbs. Each manual works only for one specific construct model! You have to find different manuals
for a SM+0 humanoid clay golem, SM+1 humanoid clay golem, SM-2 feline iron
golem with a toxic cloud ability, etc.
There
are several different types of construction manuals:
Basic: Basic manuals are primers in
construct theory. They only provide rough guidelines for body creation and
minimum required spells for the construct enchantment. They provide no bonuses
to skill and IQ rolls. The typical basic manual describes Shape Earth, Summon Earth
Elemental, and Wisdom.
Fine: Fine
manuals describe in detail the rituals of enchanting and the means of body
shaping. A fine manual grants a +1 bonus to rolls made to sculpt and enchant
the construct. +8 CF, double the weight.
Very Fine: Very fine
manuals have colorful diagrams and drafts. A very fine manual grants a +2 bonus
to rolls made to sculpt and enchant the construct. +17 CF, double the weight.
Theoretical: This is a work of an armchair wizard that has never made a construct
in his life, but knows the theory pretty well. It gives no bonus when
constructing or enchanting, but grants a +1 bonus when inventing a variation of
the described construct. +1 CF.
INVENTING NEW CONSTRUCTS
Each
construct model is a separate invention. The characters may invent new ones as
per p. B473.
Required Skills
Golems
require Engineer (Golem). Automata require Engineer (Clockwork). Simulacra and
esoteric constructs require Engineer (Golem) and Thaumatology.
Complexity
Complexity
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CP cost of the
construct
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Simple
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0 or less
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Average
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1-50
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Complex
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51-140
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Amazing
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141+
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Being
a simulacrum or an esoteric construct shifts the complexity one step up.
Concept
You
have to either know the spells you need to enchant the required abilities or
have them written in various construction manuals you own. In the latter case,
since the spells are described in context of different constructs, your concept
roll is at -2. A successful roll creates a basic construction manual.
Testing and Bugs
The
most common major bug is the Berserk disadvantage. Minor bugs lead to such
things as lower IQ, DX, Basic Move.
EXAMPLES
1.
SM+0 Humanoid Clay Warrior Golem
This is the most simple and iconic golem – a humanoid
made of clay. It has the body and mentality described in Enchanting, plus 10 points spent on various combat skills. It has
no special abilities. The total point cost of the golem is 10 points. At TL 4, the
body costs $560 (see Body Design
above).
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
10 EP and TL 4 is $100. The body’s cost is enough to cover that. The
enchantment itself would cost $365*10 = $3,650. Add that to the body cost,
double it, and get the retail price of $8,420.
2.
SM+1 Lead Golem
This is a golem made of lead – a metal traditionally
associated with antimagic. The golem’s volume is 9.45 ft3. Raw
material cost is $4.3 per pound. Density is 707.9 lbs./ft3. This
gives us a mass of 6,690 lbs. and raw material cost of $28,767. Let’s multiply
it by ~1.5 to account for labor cost and get $43,150. Expensive. The golem will
have the standard golem mentality lens and the following body template:
SM+1 Lead Golem Body
300 points
Attribute Modifiers: ST+15 (Size Modifier, -10%) [135]; DX-1 [-20]; HT+4
[40].
Secondary Characteristics Modifiers: SM+1.
Advantages: DR 5 [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink
[10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic
Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Unaging [15];
Vacuum Support [5].
Disadvantages: No Sense of Smell/Taste [-5]; Unhealing (Total)
[-30]; Unnatural [-50].
Features: Neither has nor spends Fatigue Points.
Knowing Your Own Strength [295]
Replace ST+15 (Size Modifier, -10%) [135] with ST+13
[130]
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Additionally, it will be enchanted with 10 points in
combat skills, Combat Reflexes [15], and Static (Magic) [30]. Since Static
(Magic) looks fitting for lead as per Resonant
Materials, its cost is effectively 27 points. The final point cost of the
golem is 162 points (KYOS: 157 points). The enchanter only has to enchant 52
points, because the rest is granted for free by the body template.
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
52 EP and TL 4 is $3,000. The body’s cost is more than enough to cover that.
The enchantment itself would cost $365*52 = $18,980. Add that to the body cost,
double it, and get the retail price of $124,260. Obviously, large golems are
expensive, as the body cost in this case is almost 4 times higher than the
enchanting cost.
3.
SM+0 Humanoid Diamond Golem
No wizard probably can collect enough diamonds to
build a golem, so we are going to use Expensive
Materials for this. The based body will be common stone. The golem’s volume
is 2.8 ft3. Raw material cost is $0.75 per pound. Density is 165
lbs./ft3. This gives us a mass of 462 lbs. and raw material cost of
$346.5. The full cost is $1,204, and the labor cost is $857.5. As per Expensive Materials, the embedded
diamond must be worth at least $346.5 x 2 = $693. Looking at GURPS Dungeon Fantasy 8 – Treasure Tables,
we see that this equals to a diamond of ~2.6 carat. Thus, the final body cost
is $1,897. Affordable. The golem will have the standard golem mentality lens
and the following body template:
SM+0 Stone Golem
Body
195 points
Attribute Modifiers: ST+5 [50]; HT+4 [40].
Advantages: DR 5 [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink
[10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic
Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Unaging [15];
Vacuum Support [5].
Disadvantages: No Sense of Smell/Taste [-5]; Unhealing (Total)
[-30]; Unnatural [-50].
Features: Neither has nor spends Fatigue Points.
Let’s assume that diamond has DR 10 (it’s probably
wrong). This forces the enchanter to enchant additional DR 5 [25].
Additionally, it will be enchanted with 10 points in combat skills, Magic
Resistance 5 [10]. Since Magic Resistance looks fitting for diamond as per Resonant Materials (remember diamond
golems from Heroes of Might and Magic 3),
its cost is effectively 9 points. The final point cost of the golem is 49
points. The enchanter only has to enchant 44 points, because the rest is
granted for free by the body template.
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
44 EP and TL 4 is $1,400. The body’s cost is more than enough to cover that.
The enchantment itself would cost $365*44 = $16,060. Add that to the body cost,
double it, and get the retail price of $35,914.
4.
SM+0 Copper Automaton
This is a clockwork copper automaton. The automaton’s
volume is 2.8 ft3. Raw material cost is $4.3 per pound. Density is 558.1
lbs./ft3. This gives us a mass of 1,562 lbs. / 2 = 781 lbs. and raw
material cost of $3,358. Let’s multiply it by ~1.5 to account for labor cost
and get $5,040. Expensive. The automaton will have the standard golem mentality
lens and the following body template:
SM+0 Copper
Automaton Body
131 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+3 [30].
Secondary Characteristics Modifiers: HP-2 [-4].
Advantages: DR 3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink
[10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic
Hazards [30]; Injury Tolerance (Unliving, No Blood) [25]; Unaging [15]; Vacuum
Support [5].
Disadvantages: No Sense of Smell/Taste [-5]; Unhealing (Total)
[-30]; Unnatural [-50].
Features: Neither has nor spends Fatigue Points.
Additionally, it will be enchanted with 10 points in
combat skills, Combat Reflexes [15], and DR 5 (Limited, Electricity, -40%) [15].
Since DR 5 (Limited, Electricity) looks fitting for copper as per Resonant Materials, its cost is
effectively 14 points. The final point cost of the automaton is -19 points. The
enchanter only has to enchant 39 points, because the rest is granted for free
by the body template.
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
52 EP and TL 4 is $1,000. The body’s cost is more than enough to cover that.
The enchantment itself would cost $365*39 = $14,235. Add that to the body cost,
double it, and get the retail price of $38,550.
As this is an automaton and not a golem, the enchanted
will also create an amulet that allows to control the automaton. This will be
the Ally (Automaton; Built on 25%; Constantly, No Roll Required, x4; Magical,
-10%; Minion, +0%) [4]. The amulet form divides the EP by 2 for the final EP
cost of 2 EP. The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for 52 EP and TL 4 is $60. The
enchantment itself would cost $365*2 = $730. Add that to the inherent cost,
double it, and get the retail price of $1,580.
5.
Human Assassin Simulacrum
This is a lifelike construct that is made to mimic,
assassinate, and then replace a specific person. The body is built from polar snow
barely touched by human beings. To achieve likeness with the person being
mimicked, the sculptor makes an Artist (Sculpture)-10 roll. This body has no
set cost – gathering the material is a quest by itself. The simulacrum will be
using the body template and mentality lenses from Enchanting.
Additionally, it will be enchanted with 20 points in
combat skills, Combat Reflexes [15], and Charisma 2 (Magical, -10%) [9]. The
final point cost of the simulacrum is 144 points. The enchanter only has to
enchant 44 points, because the rest is granted for free by the body template.
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
44 EP and TL 4 is $1,400. Something of this value must be sacrificed during the
enchantment or be incorporated in the body. The enchantment itself would cost $365*44
= $16,060. Add that to the inherent cost, double it, and get the retail price
of $35,914.
6.
SM+0 Fire Golem
This is an esoteric construct made of fire. Fire has
no cost, so the body cost is nonexistent. The golem will use the fire golem
body template and the standard golem mentality lens from Enchanting.
Additionally, it will be enchanted with 10 points in
combat skills. The final golem cost is -191. The body is treated as costing 1
point. Since the body itself must be “enchanted” into being, the enchanter must
enchant 11 points.
The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
11 EP and TL 4 is $140. Something of this value must be sacrificed during the
enchantment. The enchantment itself would cost $365*11 = $4,015. Add that to
the inherent cost, double it, and get the retail price of $8,310.
As this is an esoteric golem and not a normal golem,
the enchanter will also create an amulet that allows to control the automaton.
This will be the Ally (Esoteric Golem; Built on 25%; Constantly, No Roll
Required, x4; Magical, -10%; Minion, +0%) [4]. The amulet form divides the EP
by 2 for the final EP cost of 2 EP. The inherent value for enchanting (GURPS Thaumatology – Sorcery, p. 30) for
52 EP and TL 4 is $60. The enchantment itself would cost $365*2 = $730. Add
that to the inherent cost, double it, and get the retail price of $1,580.
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