Monday, 8 July 2024

The Ultimate Enchantment Post

The Ultimate Enchantment Post

Now that GURPS Meta-Tech is out, I should finally set in stone how enchanting will work in my games. Ironically, most of the rules will have nothing to do with GURPS Meta-Tech and instead will be based on the enchantment system from GURPS Thaumatology: Sorcery. After all, the rules in that book are clear, concise, consistent both in terms of game mechanics and in-universe economics, and flexible. I will try to cover everything in this post to make the amount of cross-referencing as little as possible.


Enchanted Items

 

First, let’s introduce a new skill.

 

Use Enchanted Item (IQ/Average)†

Defaults: None.

This skill lets you use enchanted items. Some items might require a successful roll of this skill to be used, but most do not. Use Enchanted Item may be substituted for most of the required rolls for enchanted items – IQ rolls to “cast”, Innate Attack rolls to aim (use a DX-based roll for that), etc. However, Use Enchanted Item cannot be used in place of a weapon skill – you still have to roll against Broadsword to hit with a magical sword. In addition, if an item has special requirements, such as possessing the Sorcerous Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a -2 penalty per restriction.

You must specialize by power source – magic, divine, psi, etc.

 

The enchantment process has the following steps:

1)      Design the item with traits and modifiers

2)      Apply the form multiplier

3)      Apply additional enchantment modifiers

4)      Calculate the Enchantment Point (EP) value

5)      Calculate the inherent value of the underlying item

6)      Enchanting the item

 

0.       Requirements

In order to enchant an item, the enchanter must meet one of the following requirements:

-          have the spell(s) that replicate the enchanted item’s effect as known spell(s), i.e. learned with character points;

-          be able to cast the spell(s) that replicate the enchanted item’s effects via improvisation;

-          have the spell(s) that replicate the enchanted item’s effect written in his spellbook (for wizards and other spellcasters that can cast spells from spellbooks);

-          have an enchanting manual of the item;

-          have an appropriate recipe perk (for artificers only).

If an enchanted item has an effect that does not compare to any existing spell, the enchanter must either research a new spell that will produce the desired effect, or he must find an enchanting manual of the item.

In any case, the enchanter may only enchant effects of the same spellcasting tradition as his. This means that a wizard may enchant a wizardly spell or a similar arcane effect using a formula or sample, but will be unable to enchant a clerical spell even with a formula.

An enchanter can enchant a spell without a manual that costs no more than the most expensive spell he may cast. Spells that are more expensive can only be enchanted with a manual, at -1 for every 5 full points above the limit.

To enchant an item, the enchanter must possess the Enchant spell, its equivalent ability in another power, or any other traits that allows enchanting items.

 

Enchanting Manuals

Enchanting manuals are tomes of knowledge that describe the exact procedures and materials needed to enchant a particular item. This always is a specific item – not just any item enchanted with the Fireball spell, but a wand of fireball. Most of these manuals were created by master enchanters and artificers and remain jealously guarded secrets or treasures in long forgotten tombs. However, some more common enchanting manuals are sold openly in some large cities where enchanters are present, while other manuals may be hidden away in the libraries of various Mage’s Guilds with access restricted to members of a particular rank.

As a rule of thumb, an enchanting manual is sold at a price of the item it is supposed to help enchant. This makes it a serious investment for high-power items, if such a manual even exists. It’s likely that manuals for the most powerful artifacts have been lost to time.

Where do manuals come from? Each enchanted item is an invention, and the manual is a byproduct of a successful Prototype made by the inventor using the rules from New Inventions (pp. B473-474).

 

1.       Designing the item with traits and modifiers

Each enchanted item must have its effects represented with traits and modifiers. In the most basic case, this is identical to a spell’s statistics block.

Example: Sherman is a wizard who would like to enchant a wand of power word: stun. He simply takes the statistics block of the Power Word: Stun spell that he knows or has written in his spellbook: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%) [28].

However, this wand will require the user to say a command word set by Sherman during the enchantment process due to having a verbal component, and make a casting roll against College of Mind Control or Use Enchanted Item (Magic).

 Casting Component Removal

In some cases, the spell to be enchanted may be modified to remove somatic or verbal component requirements.

Example: Sherman is a wizard who’d like to enchant a wand of magic missile. He takes a look at the statistics block of the Magic Missile spell that he has: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. The spell has a somatic component (Requires Gestures, -10%) and a verbal component (Requires Magic Words, -10%). Sherman doesn’t want to burden the user with this, he wants a wand that the user can just point at the target and use. Thus, he removes both components and even removes the casting roll (Requires IQ Roll, -10%). He ends up with the following: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%) [6]. He cannot remove any other limitations or enhancements.

Now, the user will simply have to point the wand at a target (this is not a somatic components – this is the function of the “form” of the wand), spend 1 FP, and optionally make an Innate Attack (Projectile) roll to lock on. However, the wand’s character point cost has increased from 5 to 6.

 Additional Limitations

If the enchanter so desires, he may add certain additional limitations to the spells to be enchanted. He may increase the casting cost and/or time, and he may apply Limited Use. Any other limitations are up to the GM.

 Level and Form Restrictions

If a spell comes in levels or different forms (basic and improved, for example), then the enchanter may not enchant the one that is of higher rank or level than the one he knows, has in his spellbook, or has a formula for, but may enchant the lesser ones.

Example: Sherman is a wizard that knows Haste 2 (Short-Range) [52]. He may enchant Haste 2 (Short-Range) normally, or he may downgrade the level to 1, enchanting Haste 1 (Short-Range), or he may downgrade the form, enchanting Haste 2 (Touch) or Haste 2 (Self), or he may do both and enchant Haste 1 (Touch) or Haste 1 (Self). However, he is unable to enchant Haste 3 (Short-Range), Haste 3 (Touch), Haste 3 (Self) because they have a higher level and Haste 2 (Ranged) or Haste 1 (Ranged) because they have a higher form.

 Touch Range Change

There are additional considerations for enchanting touch-range spells. When enchanting a long item, such as a staff, the enchanter may improve the Melee Attack limitation of the spell being enchanted up to the item’s Reach to be able to cast this spell by touching the target with the item, not with his hand.

Example: Sherman is a wizard that knows Haste 1 (Touch) [31]. The spell’s statistics block includes Melee Attack, Reach C, -30%, like all other spells with touch range. Sherman would like to enchant a long staff (Reach 2-3) with this spell. He may leave the spell without any changes, but this way the user will only be able to cast Haste while holding this staff and touching the subject with the other hand. Alternatively, Sherman can replace Melee Attack, Reach C, -30% with Melee Attack, Reach 2-3, -20%. This will allow the spell to be cast through the staff, but will increase its cost to 32 points.

 “Usually On” Items

In case of items that are based on Buff spells, the enchanter may either enchant the spell itself, which will allow the user to cast it to buff others, or the underlying advantages imparted by the spell in question as a “usually on” item. In this case, these effects will be active when the item is worn. This does not count as a separate spell – knowing a Buff spell opens up both options to the enchanter. The user can turn “usually on” items on and off with a Concentrate maneuver. If the item has multiple “usually on” benefits, then this affects all of them (unless you add the Selective additional modifier, see below).

A “usually on” item costs FP as soon as it turns on, then again after every hour it remains on. Each period of activity stands alone; e.g., if the wearer were to turn a one-spell item on and off in one-minute intervals, he’d pay 1 FP per interval, not 1 FP per 60 intervals! (This can be removed with the Always On additional modifier, see below).

Example: Sherman is a wizard that knows Haste 1 (Short-Range) [34] – a Buff spell that gives the target +1.00 bonus to Basic Speed. He may enchant a wand of haste using the full statistics block of the spell. This wand will let the user buff any eligible target. Alternatively, Sherman may enchant a ring of haste with Basic Speed +1.00 (Magical, -10%) [18] that will constantly provide the wearer this bonus but will not let him buff others.

 Enchanting Power Skills

Some supernatural powers have power skills tied to their abilities or spells (for example, wizardry or psionics). In this case, enchanters of these traditions may additionally enchant a skill that is used to activate the enchanted ability or spell. The enchanter may not impart more points in the skill than he himself has, and the user’s effective skill level is based on the user’s attributes. Enchanting power techniques works the same way.

Example: Forget Sherman the Wizard. He is Sherman the Psi now with Conflagration 2 [11] and Conflagration (H) IQ+1 [8]. He uses Psionic Enchantment to enchant Conflagration 1 [6] and Conflagration (H) IQ [4] for the total of 10 points.

 

2.       Apply the form multiplier

The item that will hold the enchanted effects determines its statistics (SM, DR, HP, etc.) and a form multiplier that will be applied to the full point cost of the effects to be enchanted to determine the Enchantment Point (EP) value needed for the actual enchanting and cost calculation. GURPS Thaumatology: Sorcery has some examples on pages 28-29, but essentially these are derived from a combination of Breakable and Can Be Stolen from the Gadget limitations (pp. B116-117) without the halving for the item not working for the thief.

Example: The aforementioned ring of haste has a full point cost of 18 points. “Ring” is a x0.65 form multiplier as it consists of Breakable, DR 4, SM-11, -15% and Can Be Stolen, Quick Contest of DX, -30%. Thus, the ring of haste has an EP value of 18 x 0.65 = 12, without additional enchantment modifiers that may be applied later.

 Batching

Single-use items are allowed to be enchanted in batches. For example, Weapon, Projectile is an x0.12 EP multiplier normally. Each additional projectile in a batch will add a half of it. Thus, a batch of five projectiles will have a multiplier of (0.12 + 4*0.06)/5 = 0.072.

 

Magic Tattoos

While scrolls (see below) may be used to create single-use magical or psionic tattoos, such tattoos may also be enchanted as permanent “items” using this form:

Permanent Tattoo (x0.95)

This is a "usually on" item. Activating and deactivating it requires the user to touch it and perform a Ready maneuver. The tattoo can be removed via mundane tattoo erasure procedures and supernatural effects that remove tattoos or writings. In the latter case, they resist removal with the user’s Will.

 

3.    Apply additional enchantment modifiers

Aside from the form multiplier that is mandatory, you may apply additional enchantment multipliers. They are added to the form multiplier, but the final enchantment multiplier cannot be lower than x0.2 after all adjustments for permanent items and x0.05 for single-use items.

Always On: This multiplier can only be applied to an item with a “usually on” effect. With this multiplier, you do not have to pay FP to activate and maintain a “usually on” effect – the effect is always active. +0.2 to the EP multiplier.

Drowcraft: Drowcraft items infused with the faerzress energies of the Underdark are cheaper to enchant but are weak to sunlight. The secret of doing this is guarded jealously by the drow. When exposed to sunlight, a drowcraft item must roll against HT every hour or permanently lose 1 HT. If it is a weapon, then its quality degrades one step for every 2 HT lost. Upon reaching HT 0, the item disintegrates. -0.2 EP.

Limited: The device’s abilities work only for a particular person or class of people. +0.05 to the EP multiplier if it works only for a specific nation, religion, or race; +0.1 to the EP multiplier if it works only for a specific type of creature, or folk of a certain city; +0.15 to the EP multiplier if it works only for all members of one specific family; +0.2 if the item can function only for one specific person.

Resonant Designs and Materials: An item may have an increased or decreased EP value depending on how stylistic features and materials used correspond to the enchantment. Use the rules from page 110 of GURPS Thaumatology to calculate the discount or bonus, with the maximum being ±0.15 to the EP multiplier.

Selective: You may add this multiplier only to an item that has multiple “usually on” effects. If you do, the user may selectively activate and deactivate them instead of being forced to do that for all of them at once. +0.2 to the EP multiplier.

 

4. Calculate the Enchantment Point (EP) value

Multiply the total point cost of all enchantments by the final EP multiplier to calculate the EP value for the purpose of the enchantment process.

Example: Sherman is still set on enchanting a ring of haste with a full point cost of 18 points. In addition to the form multiplier of x0.65, Sherman decides that he wants the ring to only work for humans for an additional +0.05, be “always on” for a +0.2. In addition, he wants to use two resonant designs for an extra -0.04: he uses a ring stylized as an ouroboros that is recognized as a symbol of cyclical time and inscribes the words “Be fast as the wind” on it. The final EP multiplier will be 0.65 + 0.05 + 0.2 – 0.02x2 = 0.86. Thus, the EP value will be 18 x 0.86 = 16 EP.

 

5.       Calculate the inherent value of the underlying item

Powerful enchantments usually are applied to expensive items. The Inherent Value is calculated as per Objects of Value (GURPS Thaumatology: Sorcery, p. 30).

Example: Sherman’s ring of haste is a 16 EP item. Sherman is a TL3 enchanter, and this means that the Inherent Value will be 10% of starting wealth, i.e. $100. A bronze ring (GURPS Dungeon Fantasy 8: Treasure Tables, p. 18) costs $6.25. That’s not enough to hold this enchantment, unless Sherman sacrifices additional valuable materials to negate the value difference. A silver ring, however, costs $115. This is enough for this enchantment.

 

6.       Enchanting the item

The enchantment process itself works exactly as per Imbuing the Power (GURPS Thaumatology: Sorcery, pp. 30-32).

 

Sample Item

Sherman’s Ring of Haste

Source: Magical.

Cost: $10,350.

Underlying Item: Silver Ring ($110, SM-11, DR 4, HP 3, neg.).

 

This silver ring is stylized as an ouroboros and has “Be fast as the wind” inscribed on it in Aventian. When worn by a human, it increases the wearer’s Basic Speed by +1.00.

Statistics: Basic Speed +1.00 (Magical, -10%) [18]. Ring (x0.65); Always On (+0.2); Limited, Humans (+0.05); Resonant Designs (-0.04). 16 EP. Enchantment cost 2 x 16 x $320 = $10,240.

 

Special Components

 

Enchantment is a long, boring task that only a rare PC is concerned about. It’s much more fun to have some action-packed adventures! However, there are certain possibilities to combine action, crafting, and enchanting. The following rules are based on the rules from “The Material Difference” from Pyramid #3-66 modified to fit the setting’s assumption.

Enchanters may tap the innate energies of rare materials and body parts of slain monsters to power the creation of enchanted items. These materials and body parts are known as special components. Powerful mages and clerics often send parties of adventurers on quests to slay certain monsters and return with the monsters’ special components.

 How much?

Each special component has associated enchantment that it can be used for, substituting for one or more EP. One EP has a monetary value of $320. Thus, if a special component is sold (if ever), it should cost at least $640 per EP. However, the value may be inflated by the nature of this component or by how difficult it is to procure it.

 Identification

Special ingredients is obscure knowledge. To know what special components may be used for an enchantment, the enchanter must make a Thaumatology roll – possibly at -1 to -10 for obscurity.

 Distilling Essences

Before special components can be employed in enchanting, they must first be reduced to a magical “essence.” This process consumes the original component. If a component could yield multiple types of essences, the enchanter must choose one at the outset; all other potential essences are lost. Unknown essences cannot be isolated as the enchanter won't have the necessary steps or reagents, although the GM might permit experimentalists to discover them through New Inventions (pp. B473-474).

Distilling essences requires an alchemical laboratory and takes four hours per 1 EP. Each special component requires a separate skill roll, using the better of Alchemy or Thaumatology, and Herb Lore for plants. Any success converts the entire sample into energy without loss. Failure results in a loss of 50% of the component's EP value, rounded up, but the enchanter may try distilling the essence again. Failing by 10 or more, or a critical failure, ruins the component and triggers any adverse effects it might have.

If there’s an interruption during distillation, make the same skill roll. Success preserves the materials; failure depletes them as previously described. If any material remains, the process can be restarted from scratch, but any prior progress is lost.

The resulting distilled energy takes an unusual physical form—such as a cool flame, glinting motes, liquid shadow, shimmering light, or tiny tornadoes—and can be stored indefinitely for future use or trade. The market value of essences is $750 per EP. Containers for essences weigh 1 lb. per ingredient type, though for larger quantities, the GM might choose 1 lb. per 5 EP.

Due to their high utility and favorable price-to-weight ratio, essences are rare and most enchanters use them immediately rather than selling them. To identify an essence by sight requires a Perception-based roll against the higher of Alchemy or Thaumatology. The only method to measure the quantity of an essence is by casting Analyze Dweomer, which also verifies its type.

 Usage

Using distilled essences in the enchantment process does not require any additional equipment or rolls – they simply are used instead of EP, but are not multiplied for assistants. The maximum effective EP decrease from special components is 50%, rounded down. The number of character points the enchanter must spend as Personal Sacrifice is determined before the discount for special components.

 

Grafts

 

D&D and Pathfinder are full of various spellcasters grafting body parts of creatures to other creatures. In game terms, this is nothing but a permanent magic item that more than anything blurs the line between character abilities and equipment and hence require special considerations.

First, grafts, unlike regular enchanted items, cannot be just picked up and used – they require a dangerous and often gruesome surgical operation first. For that purpose, several Surgery specialties are introduced:

1)    Vile Deformity: Intentional self-mutilation that grants some abilities.

2)    Embedding: Implanting magical gems, dragonshards, etc. into the body.

3)    Fleshgrafting: Grafting body parts of living creatures.

4)    Necrografting: Grafting undead or deathless body parts, even if insubstantial.

5)    Golemics: Grafting construct parts. Use Mechanic or other appropriate skills when grafting from one construct to another.

6)    Elemental Grafting: Grafting “body parts” of elementals.

7)    Phytografting: Grafting plant body parts.

     When calculating the graft’s form multiplier, ignore the Can Be Stolen part, and only take SM and DR into account. Most grafts have a SM equal to their hit location penalty plus the SM of the being they’re built for. Treat torso grafts as one SM smaller than the SM of the intended user. Use full SM for whole-body grafts (e.g., skin replacement).

Grafts ignore the inherent item value requirement, but have their cost (not EP value) multiplied depending on the difficulty of the surgical procedure. Multiply the cost by x1 if the procedure is simple, by x2 if minor, by x3 if major, by x4 if radical.

In addition, when enchanting a graft, the enchanter does not have to spend a portion of EP from Personal Sacrifice – he may enchant the entire graft using Spectral Forging.

Grafts do not count as encumbrance, as they become part of the owner’s body.

Golemics, necrografts, elemental grafts, and phytografts also have special rules regarding damage. Such grafts may have Injury Tolerance (Unliving, Homogenous, or even Diffuse). They reduce damage modifiers accordingly and have HP according to the original body part and their new Injury Tolerance. Moreover, damage does not affect the user’s HP total (unless this is a severe case of body part replacement, such as a half-golem with only the head remaining from the original creature). Many of them also are immune to pain and bleeding. It is suggested to add these extra features as enhancements to the advantages granted by the graft, using their point cost as the modifier percentage.

Since grafts are more akin to character abilities, for them to function properly, the recipient or the grafter must spend a number of character points equal to the graft’s EP. If they wish, they may split the cost. The grafting procedure itself is described on pages 207-208 of GURPS Ultra-Tech.

 

Sample Graft

 Golemic Arms (Stone)

Two stone golem arms. Slightly stronger than the original. Benefit from Immunity to Pain, but are Numb. The graft is homogenous, does not bleed, and has DR 4. It does not heal normally, but can be repaired.

Statistics: Arm ST 2 (Two Arms; Homogenous, +40%; Immunity to Pain, +30%; No Blood, +5%; Temporary Disadvantage, Numb, -20%; Temporary Disadvantage, Unhealing (Total), -30%) [13]; DR 4 (Homogenous, +40%; Immunity to Pain, +30%; No Blood, +5%; Partial, Arms, -20%; Temporary Disadvantage, Numb, -20%; Temporary Disadvantage, Unhealing (Total), -30%) [21]; No Fine Manipulators (Mitigator, -90%) [-3]. Stone Arms, x0.65. 21 EP.

Availability: Two major procedures. $20,160. LC4.

 

Alchemy and Herb Lore

     Unlike enchanted items, alchemical elixirs in their various forms use different mechanics. Instead of being built with advantages and modifiers and having an internally consistent pricing scheme, they will be entirely arbitrary. Why? Because single-use items designed with sorcerous enchanting are prohibitively expensive, and metatronic generators, while providing a more satisfactory result, still make it so some elixirs are way too expensive for what they do.

An alchemist doesn’t need to be a spellcaster to create elixirs, but he must possess the Alchemy skill. Most of the alchemical items are magical in nature and hence rely on ambient mana. However, there are some alchemical preparations that function like mundane items. If that’s the case, the description of an item will specify that.

For the most part, alchemy works according to the system described in GURPS Magic (pp. 210-213). However, some changes and expansions from other supplements are introduced.

Alchemy now is has the following specialties that default to one another at -4.

Dark: This is a study of necromantic and thanatological elixirs.

Metallic: This version of the skill works with metals and their ores, and in its advanced forms, with the transmutation of metals. It can create metallic substances and objects with magical effects, drawing on the power inherent in natural materials. Metallurgy also defaults to Alchemy (Metallic)-3.

Organic: This is the traditional alchemy, a pseudochemical study of elixirs.

Psionic: Psionic alchemists work with rare substances that interact with psionic energies.

 

Crafting Alchemical Items

An alchemist can produce any elixir allowed by his Alchemy specialization, provided they have access to the necessary formularies and alchemical texts. With experience, an alchemist may become proficient enough with certain elixirs to no longer need these references. In game terms, each elixir is treated as a Hard technique, typically defaulting to Alchemy-1. An alchemical technique can never surpass the base Alchemy skill.

To create an elixir, an alchemist must spend a specified amount of money on materials and dedicate a certain amount of time to the process. The elixir must be brewing continuously for this period and attended by an alchemist for at least eight hours each day. The attendants do not need to be the same individual throughout the process, but the final Alchemy roll is made by the alchemist with the lowest skill. An alchemist cannot manage two brewing processes simultaneously, but they can produce multiple doses of the same elixir by multiplying the material costs for each additional dose. However, this imposes a -1 penalty to the final roll for each extra dose.

At the brew’s completion, the alchemist rolls against the specific elixir's technique. Alchemy does not permit critical successes; the process either succeeds or fails. Failure ruins the ingredients, causing a loss of the invested money. On a critical failure, a second technique roll is required at -1 penalty per dose. Success on this roll averts disaster, but failure results in rolling 3d on the table on page 210 of GURPS Magic to determine the outcome.

 

Alchemical Laboratories

Effective alchemy requires proper equipment. At a minimum, an alchemist needs a heat source and clean containers; working under such basic conditions incurs a -1 or worse penalty to effective skill. Lab statistics are as follows:

Basic Alchemy Kit: A two-part beaker and combination stirrer/dropper. Better than nothing! Allows brewing with Alchemy at 5 or other uses at 2. $50, 0.5 lb.

Backpack Alchemy Lab:. Small beakers, vials, droppers full of strange substances, and more. Allows brewing with Alchemy at 2. Other uses, such as identifying potions, are at no penalty. $1,000, 10 lbs.

Home Lab: No skill modifier. Fills a sturdy table. $1,000.

Professional-Grade Lab: +1 to skill. Fills 100 square feet. $5,000.

Excellent Lab: +TL/2 to skill (round down). Fills 200 square feet. $20,000.

 

Alchemical Formulas and Secrets

Once an alchemist raises their skill with a specific elixir to match their Alchemy skill, they no longer need a book or instructions to brew it. Otherwise, a formulary or guidance from a teacher who has mastered the elixir is required. Brewing an unmastered elixir without either results in a -6 penalty.

Alchemical items have an associated License Class that determines their legality and availability. As a rule, LC 3 and LC 4 formularies are sold openly for $200 per formula. Cheaper books exist, but for each -10% reduction in price (to a maximum of -70%), apply a -1 to any attempt to make an elixir using formulas from the book. An alchemist may add such formulas to his personal list when advancing in Alchemy skill, but he takes the penalty whenever making that elixir until he can find and study a better text. Formularies that are more restricted usually exist only in the libraries of Alchemist’s Guilds and private collections.

 

Other Alchemist Abilities

There is more to alchemy than simply churning out elixirs. An alchemist also may analyze elixirs, identify magic items, and possesses basic knowledge of chemistry. Mechanics are described on pages 211-212 of GURPS Magic.

 

Alchemical Inventions

The rules for inventing new elixirs and other alchemical items can be found on p. 103 of GURPS Thaumatology.

 

Herb Lore

Herb Lore is a simpler alternative to alchemy, using affordable, easily accessible ingredients. It embodies a “folk” tradition of creating magical preparations, inspired by tales of rural healers and the natural world. Unlike alchemists, herbalists lack a scientific or mystical rationale for their practices; they know that combining blue mallow with kingsfoil makes a good healing elixir, but can't explain why. Consequently, Herb Lore is limited to making elixirs and doesn't enable other alchemical feats like analyzing elixirs or magic items.

Herbalists don't use alchemical formularies. Instead, they refer to simpler texts called herbals, which lack the detailed instruction of formularies. While an herbal might aid in the learning process and provide bonuses to Naturalist or Herb Lore skills, it doesn't counteract the penalty for working without a formulary. Herbalists primarily learn new elixirs through direct instruction. Herbals cost the same as formularies, but are likely to be less available.

Herbalists can use Alchemical Inventions (GURPS Thaumatology, p. 103), replacing Alchemy with Herb Lore – somebody has to come up with new herbal concoctions – but can’t analyze an existing sample to act as a “working model.” As well, Gadgeteer grants them no special benefits when inventing.

Costs

The primary advantage of Herb Lore lies in its use of common, inexpensive herbs. Unlike alchemy, which often requires rare and costly ingredients, herbalists can collect what they need from nature, aided by Naturalist rolls. The cost of materials for herbal preparations is 50% less than those for alchemical elixirs, with discounts capped at $100. Setting up a home lab costs just $500, although more advanced labs match the cost of alchemical ones.

 Limitations

Herbalists' lower operating costs make them dominant in the elixir market, potentially sidelining alchemists. However, their selection of elixirs is much more limited than that of the alchemist.

 Herb Lore Critical Failures

Generally, herbs aren’t as volatile as alchemical reagents. A critical failure on Herb Lore may cause problems, but nothing as dramatic as an alchemical disaster. Instead of using the critical failure table for Alchemy (GURPS Magic, p. 210), the GM may opt to roll 3d on the table on p. 105 of GURPS Thaumatology.

 

Using Alchemical Items

 

Elixirs must be stored in sealed containers to retain their potency, which diminishes when exposed to air or mixed with other substances. Briefly opening and resealing containers does not affect the elixirs.

       The application method varies by elixir form (detailed below). Multiple types of elixirs can be used simultaneously, but extra doses of the same elixir are wasted unless used for very large creatures, as determined by the GM. New doses can be administered after the previous effects wear off. For elixirs with variable durations, the user won't know the exact time; the GM rolls secretly but will indicate to the user five minutes before the elixir wears off, with noted exceptions.

 

Forms of Elixirs

Alchemical Capsule: A tiny breakable capsule that must be used with a capsule retainer (see Capsule Retainers below). Their creation requires twice the usual time and cost. SM-13, 0.05 lb.

Bloodspike: A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The interior of the slender tube is filled with one of several varieties of alchemical substance. To use a bloodspike, a user jabs it directly into their flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of injury and causes the fluid in the narrow vial to be absorbed directly into the user’s body. Alternatively, a bloodspike can be thrown as a ranged weapon with a range of STx3.5 yards. The bloodspike deals thr-2 impaling damage if used in this way, with the target subject to the effects of the bloodspike’s contents on a successful hit that penetrates DR. (Since most bloodspikes provide a beneficial effect, an adventurer will typically throw a bloodspike at an ally to grant him its benefits in a combat situation.) Bloodspike elixirs cost 1.5 times normal to create, but do not increase production time. 0.35 lb.

Grenade: However, instead of being drunk, this offensively used potion only needs to hit the target’s bare skin, making it a contact agent. Typically, a grenade elixir is put in a small, breakable crystal vial. Hurling it is an attack with the Throwing skill: Acc 0, Range STx2, and Bulk -2. It shatters on striking DR 3+, such as armor (affects wearer, unless Sealed), a shield (affects shield), or the ground (area effects, if any, only). It will bounce off unarmored (or more lightly armored) targets. Despite the name, a grenade elixir can be used in many other ways. For example, it can simply be uncorked and splashed on a target; use Throwing at -2 to hit, with Range 1. Alternatively, it can be launched using Sling skill at -1 (treat it as a sling stone with a (0.2) armor divisor). All of these methods are effective against unarmored victims. Grenade elixirs cost 1.5 times normal to create, but do not increase production time. 0.35 lb.

Dehydrated Potion: A dehydrated potion is a thumb-sized pill. It must be ingested to take effect, but the effect is delayed for 3d seconds. Once in hand, it takes a Ready maneuver swallow it. If the user swallows one dry, make a HT roll. On a failure, the pill gets stuck in the throat for margin of failure minutes, but takes effect after that. Dehydrated potions are vulnerable – water reconstitutes them, fire scorches them, acid and physical attacks crumble them. Their creation requires x1.5 the usual time and cost. SM-13, neg.

Magic Fruit: A potion-fruit might consist of a slice or section of a fruit steeped in a magical libation that produces its effect when consumed. A magic fruit must be ingested to take effect. Once in hand, it takes a Ready maneuver to eat it. One dose affects one man-sized creature instantly. Magic fruits rot and lose their powers as normal fruits (usually in 5 days, unless refrigerated). SM-7, DR 0, HP 1, 0.25 lb.

Magic Tile: A small ceramic tile inscribed with a magic rune could hold a potion-type effect. When it is snapped or broken in one’s hand, the effect is released. Once in hand, it takes a Ready maneuver to break it. Roll thrust damage – if it is 2 or more, then the tile is broken. Roll thrust+2 if using both hands, or thrust+3 if breaking one with both hands against your knee. Unlike potions, such elixirs do not have to be digested and can be used by creatures that normally do not benefit from potions, such as constructs. Their creation requires double the usual time and cost. SM-6, DR 1, HP 1, 0.5 lb.

Paint: A paste that must be applied artistically to the subject’s body or, usually, face. It usually takes 1 minute to apply a paint to a person. Paint that hasn’t been applied yet lasts a week if exposed to air; neutralized by water. Alchemical paints can only be applied to creatures; they cannot affect objects. The paint must be applied in specific patterns, requiring a successful Artist (Painting) roll. Usually stored in a crystal vial or another container. The creation of paints requires 20% less time, but not cost. 0.35 lb.

Potion: A liquid taken by drinking; it affects one human-sized creature instantly. Potions lose their power in a day if left open or mixed. Once in hand, it takes a Ready maneuver to open, another to drink. Cannot be used on an unconscious subject. 0.35 lb.

Powder: A solid that must be consumed in food or drink, taking effect in 2d minutes. It can last for years with only a 50% annual chance of loss of potency if exposed. Once mixed, it lasts a month. Alternatively, it can be blown at the eyes or mouth of the target with a metsubushi. Preparing the powder to be used in a blowpipe, or mixing in with food or drink, requires one minute. 0.35 lb.

Pastille: A small tablet in a sealed crystal vial. It must be drawn, lit (1 point of burning damage is enough), and thrown (at least three Ready maneuvers total). When lit, it produces smoke affecting a 3-yard area for one minute indoors or 10 seconds outdoors, taking effect in 2d seconds after being inhaled. Avoid effects by holding your breath (see Holding Your Breath, p. B351). Exposed pastilles last a month but are destroyed by water. Their creation requires double the usual time and cost. 0.35 lb.

Ointment: A cream or jelly that takes effect upon skin contact (any DR without Tough Skin stops it), affecting only the first contact. Lasts a week if exposed to air and is neutralized by water. Done quickly, this takes one Ready maneuver (to open), then an additional two Ready maneuvers per limb (or face). Ointments can be used on unconscious subjects, unlike elixirs. 0.35 lb.

Skull Talisman: The skull of a small animal (a bird, mouse, or rat, for example) is enchanted with a single potion-like effect. When crushed in one’s hand or underfoot, the skull talisman releases its stored effect. It takes a Ready maneuver to crush it. Unlike potions, such elixirs do not have to be digested and can be used by creatures that normally do not benefit from potions, such as constructs. Their creation requires double the usual time and cost. SM-8, DR 0, HP 1, 0.03 lb.

Smelling Salts: Smelling salts are broken open or crushed, which requires a Ready maneuver, and then held under the nose of the subject. This usually requires a willing or incapacitated subject, but it could also be done in a grapple or as a non-damaging targeted strike to the nose. Subjects with No Sense of Taste/Smell are immune. SM-8, DR 1, HP 1, 0.1 lb.

Smokable: A cigar or cigarette that must be drawn, lit (1 point of burning damage is enough), and inhaled (at least three Ready maneuvers total). SM-7, DR 0, 0.1 lb.

Spell Wafer: A thin wafer of specially prepared bread or dough, stamped with a holy or arcane symbol, can hold a spell as well as a potion bottle can. When the wafer is consumed, the stored magic takes effect. Once in hand, it takes a Ready maneuver to eat it. One dose affects one man-sized creature instantly. Spell wafer gets moldy and loses their powers as normal bread (usually in 5 days). SM-8, DR 0, HP 1, 0.03 lb.

Weapon Capsule: A tiny breakable capsule that must be used with a weapon capsule retainer (see Capsule Retainers below). The effect can be stopped by submerging the weapon in water. Their creation requires twice the usual time and cost. SM-13, 0.05 lb.

 

These are the typical forms of elixirs, but there can be many other kinds of alchemical items that do not fit any of these categories. For example, sunrods that can be used as an alternative to torches, or rings and disks created by metallic alchemists.

 

Container Size and Breakage

Many of the elixir forms described above (grenade, paint, potion, powder, pastille, ointment) use a sealed crystal vial as a container (GURPS Dungeon Fantasy 1: Adventurers, p. 24; $5, 0.25 lb.). The vial has SM-7, DR 1, HP 1. On a fall, it breaks on 1-4 on 1d. Weight and cost of the vial is included in the elixir’s cost.

An empty alchemical capsule costs $5 and weighs 0.05 lb. An empty weapon capsule costs $10 and weighs 0.05 lb. Weight and cost of the capsule is included in the elixir’s cost.

An empty bloodspike has SM-7, DR 1, HP 1. On a fall, it breaks on 1-4 on 1d. Weight and cost of the bloodspike is included in the elixir’s cost. $15, 0.25 lb.

 

Capsule Retainers

     Alchemical capsules and weapon capsules require special devices known as capsule retainers to use properly. Without a retainer, a capsule can be used as a normal potion.

There are three types of capsule retainers.

Capsule Retainer: A common capsule retainer consists of a thin, rubbery strap looped inside the teeth. The strap is fitted with a small, smooth metal ring that can hold one alchemical capsule. The ring can be positioned on either the inside or outside of the user’s gums. No hands are required to break the capsule – the user can do it with his teeth by taking a Ready maneuver. Fitting an alchemical capsule into an empty capsule retainer requires five consecutive Ready maneuvers. $100, 0.05 lb.

Alchemical Tooth: Those relying on secrecy in the use of their alchemical capsules turn instead to the alchemical tooth. This specially concealed item has been made to look like a tooth. The tooth functions in all respects like a capsule retainer (see above). In addition, it is very hard to find without a thorough search. A successful Search-2 roll is required to find the alchemical tooth. The false tooth is most often used as a concealed version of a capsule retainer, but a few extremely dedicated spies and other agents carry a tooth filled with poison as insurance against being captured alive. An alchemical tooth can hold one dose of any poison, but such poison can only affect the wearer of the tooth. $300, 0.05 lb.

Weapon Capsule Retainer: Some adventurers need to apply alchemical oils or poisons to their weapons quickly. This requires special weapon capsule retainers and pressurized weapon alchemical capsules.

The most common method of delivering the effect of an alchemical weapon capsule is the weapon capsule retainer. This long leather thong, wrapped around a melee weapon or a thrown weapon (but not a projectile weapon) just at the base of the blade or striking surface, holds a thin, fitted ring sized for a single alchemical capsule. More expensive options are the double and triple weapon capsule retainers, which store two or three capsules rather than one. A character wielding a weapon with a double retainer can use one or two capsules it holds at once. A character wielding a weapon with a triple retainer can use one, two, or all three capsules it holds at once. In any case, activation requires a Ready maneuver. This can be done by pushing the capsule with a free hand or striking the weapon against a hard surface. When not using a free hand, all capsules activate at once. Striking a hard target when attacking an enemy activates the capsules as well, but the effect of the capsules does not affect the target of this strike as the oil takes some time to spread. When a weapon loaded with alchemical capsules parries or is parried, roll 1d for each capsule – on a roll of 1 the capsule breaks, activating the elixir within.

Only one weapon capsule retainer can be attached to any weapon. Attaching a weapon capsule retainer to a weapon or putting a capsule into an empty weapon capsule retainer takes 5 consecutive Ready maneuvers.

An alchemical weapon capsule retainer can be filled with a single dose of poison. Activating the capsule coats the weapon with the poison, allowing the wielder to deliver toxic strikes with the weapon. Due to the pressurized nature of the capsule, there is a 1-in-6 chance of the hand contacting the poison when activating the capsule, if the activation is made by hand. This is mostly relevant only for contact poisons. $100, 0.1 lb. $220, 0.2 lb. for a retainer that holds two capsules. $450, 0.3 lb. for a retained that holds three capsules.

Special Forms

Binary Elixirs

Binary elixirs represent a novel innovation, activating when mixed inside the body. To create one, follow the guidelines for Alchemical Inventions (GURPS Thaumatology, p. 103), treating the difficulty as equivalent to inventing a basic "one-part" elixir from the ground up. Additionally, the inventor must successfully roll against Physician. Binary elixirs can utilize any standard forms, but each specific combination—whether it involves mixing as smoke from two pastilles, consuming as two potions, or a part-inhaled and part-imbibed method—constitutes a separate invention.

Once a binary elixir is invented, its production becomes a distinct technique. This is comparable to making the standard version but requires an additional -2 to skill and takes 25% more time (rounded up).

Combination Potions

Combination potions are not entirely new elixirs but rather a mix of multiple elixirs whose effects occur simultaneously and last as long as the shortest duration among them. If any component has an Instant or Permanent duration, the other components’ effects last half the shortest non-instant duration.

A Combination retains its potency for half the usual duration, lasting 12 hours if left open or mixed.

Creating Combinations is challenging. Roll against the average of your skill with the involved elixirs (rounded down), applying a -2 penalty per elixir. If your Alchemy skill is at or below IQ, you can combine two elixirs; at IQ+1, you can combine three; at IQ+3, you can combine four; at IQ+5, you can combine five, and so on. The cost of a Combination elixir is the sum of the individual elixir costs, multiplied by 1.8. The creation time is the longest single time required among the elixirs, multiplied by 1.2 for two elixirs, 1.4 for three, 1.6 for four, and so on.

 

Magic Resistance

Anyone with the Magic Resistance advantage gets a resistance roll of HT+MR when dosed with any elixir, including beneficial ones. Rolling exactly HT+MR results in half effect (details determined by the GM). Rolling below HT+MR means the elixir has no effect.

Cost and Availability

Elixirs generally cost about $33 for each day they took to make, plus the cost of the materials. Some very common types are cheaper because they are made in batches. Each description includes a suggested cost. This is retail cost, assuming PCs are buying.

Some elixir types, such as pastilles, may take longer to make and therefore cost twice as much.

 

Metallic Alchemy

Metallic alchemy (Pyramid #3-68, pp. 12-16) is one of the available specialties of Alchemy that deals with metals and their ores. In this setting, there is no connection between metals and planets, so Symbol Drawing cannot be used to grant a bonus to skill.

Alchemy (Metallic) also can be used to enhance metals. For increasing DR, only two levels of improvement are possible, with each level requiring 4 days of work and $200 of alchemical ingredients per pound of metal. Increasing luster to make armor or shields mirrored is equivalent to one level of improvement for the purpose of time and cost. Other improvement cannot be done.

 

Alchemy Techniques

There are some techniques that may provide useful for alchemists.

BatchingPyramid #3-28, p. 7.

Identify ElixirPyramid #3-28, p. 8.

Identify Magic ItemPyramid #3-28, p. 8.

 

Alchemical Styles

Just like magical styles, alchemical styles are a possibility, since every elixir is its own technique.

 

Elixir Recycling

When brewing an elixir (resultant elixir), the alchemist can use another elixir or elixirs (base elixirs) as materials. To do so, the alchemist must have identified the base elixirs first - using an unknown elixir as a base will result in an automatic failure on the Alchemy roll to brew the resultant elixir. In addition, the resultant elixir and the base elixirs must be of the same form - potions, powders, grenades, etc. For the purpose of calculating the brewing time and ingredient cost, subtract the base elixirs' ingredient costs from those of the resultant elixir's. The maximum discount is 50% (rounded up). When recycling elixirs this way, the alchemist takes an additional -1 penalty to their Alchemy roll. Elixir recycling is impossible with the Herb Lore skill.

Example: An alchemist wants to brew a potion of invisibility (ingredients cost $1,000; Alchemy-4). In the dungeon, the alchemist has found a potion of luck (ingredients cost $200). He has successfully identified it and decides to use it as a base for his potion of invisibility. Thus, the resultant potion of invisibility will have an effective ingredient cost of $800 ($1,000 - $200). That's under the maximum of 50% decrease. However, the alchemist will have to roll at -5, not -4.

Alchemists may want to improve their recycling ability with the following perk and technique.

Master Recycler [1]

This perk increases the maximum decrease of the resultant elixir's effective ingredient cost and brewing time by 10% per level. Can be taken up to three times. You must specialize by form: potion, powder, grenade, etc.

Elixir Recycling

Hard

Default: Alchemy-1. Cannot exceed prerequisite skill.

This technique can be used to buy off the additional -1 penalty to Alchemy for elixir recycling. You must specialize by form: potion, powder, grenade, etc.

 

Scrolls

 

First, let us list the properties of scrolls:

-          A scroll can hold multiple spells, but can cast only one at once;

-          A scroll can only be used once, its power and writing dissipated after use;

-          Only a mage can use the scroll;

-          A scroll must be held in two hands to be used;

-          A scroll must be read with a strong voice (base Hearing range of 4 yards);

-          A scroll can be read silently without triggering its effect;

-          A scroll can be written in any language;

-          To use a scroll, the reader requires Accented or better comprehension of the written language it was penned in;

-          Pronunciation is important. If the mage reading the scroll has Accented spoken comprehension of the scroll’s language, the scroll casts its spell at a -1 penalty; if he has Broken spoken comprehension, the scroll casts at -3. If he has None, he cannot articulate the words properly and cannot cast the spell. A spell that requires no die roll loses 10% of its effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead;

-          Spells may be written on any material;

-          Reading a scroll requires twice the normal casting time for the spell;

-          The mage reading the scroll pays the normal energy cost;

-          If a casting roll is required, roll using the skill level of the mage who wrote the scroll. If you found a scroll in a treasure pile or want to determine the skill level randomly for another reason, you can roll 1d+9;

-          If the spell’s effects are variable, the scroll will specify such details as area, damage dice, and level of effect. The user cannot adjust these things;

-          A mage can learn spells from scrolls.

 

Designing a Scroll

 

According to page 47 of GURPS Low-Tech, a typical scroll is 12” wide and 200” long, and has room for about 5,000 words. A partially unrolled scroll, I believe, would have SM-4. GURPS Dungeon Fantasy 4: Sages says that a scroll weighs 0.05 lbs.

Each scroll must have a point cost that will help us calculate its price. In any case, remove Variable, +5%, Requires Gestures, -10%, Requires Material Component, -10% and similar enhancements and limitations that are not appropriate for scrolls. After you do that, apply the following meta-enhancement:

 

Scroll

-30%

This is a scroll made of paper, parchment, or papyrus. A typical scroll is 12” wide and has a length of around 12” per spell. SM-4, 0.05 lbs.

Statistics: Accessibility, Language Comprehension, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%.

 

There may be other scroll forms with their own meta-enchantments.

     The dollar cost equals to $35 x point cost.

A scroll requires one day per point to scribe, but this may be modified by the media and optional modifiers (see below). Scrolls require a Writing skill roll to scribe, but the scribe can only create scrolls of spells he knows or he can improvise (hardcore improvisation does not count). Wizards and other spellcasters that write their spells in their grimoires are an exception - they can write scrolls of any spells that they have in their grimoires, but only if they are able to cast it via hardcore improvisation. A scroll can be copied from another scroll, if these conditions are met. Complex scrolls should impose a penalty, as every scroll is a technique that defaults off the Writing skill. A penalty of -1 per 10 points of scroll’s point cost sounds reasonable. In our example, the scroll will have a Writing-1 default. Unlike alchemical potions, scrolls cannot be scribed in batches, but they require a skill with a lower difficulty.

 

Types of Scrolls

 

Although typically scrolls are written by wizards or sorcerers, scrolls made by spellcasters of other types and traditions exist. Scrolls only work for casters of the correct type – the reader has to be an arcane spellcaster to use an arcane scroll, divine spellcaster for a divine one, nature spellcaster for a druidic scroll, etc.

In addition, magical writing must be understood for the scroll to be used properly. Arcane scrolls are identified with Thaumatology.

Bardic Scrolls: These scrolls require the user to sing or play an instrument, depending on the creator’s choice of his primary magic skill. Scrolls that require the user to play an instrument typically must be placed on a music stand, because the user’s hands usually are occupied with the instrument. In this case, the user must be within 2 yards of the scroll. Bardic scrolls are created with Musical Composition, not Writing.

Divine Scrolls: These scrolls do not require the reader to share the dogma of the writer’s patron deity. To represent this, apply +0.1 CF. Divine scrolls are identified with an appropriate specialty of Theology.

Druidic Scrolls: These scrolls usually written in Druidic, a secret language of the druids. It is extraordinary hard to find a druidic scroll written in another language. Nature scrolls are identified with Theology (Druidic).

Psychic Scrolls: These scrolls contain mantras that make the reader enter a short trance-like state and cast the written spell. Divine scrolls are identified with Thaumatology.

 

Optional Enhancements and Limitations

 

When scribing a scroll, the scribe may apply one of the following enhancements or limitations by applying a cumulative -2 to his skill per option.

 

Charged Scroll: Typically a scroll requires the reader to pay the FP cost, but charged scrolls come with an internal energy reserve that allows the reader to cast the spell for free. If the scroll casts a maintainable spell, duration is fixed – the user cannot terminate the spell early or extend it (but it’s still subject to Dispel Magic, etc.). +0.05 CF per point of FP cost, +1 day of scribing per 2 full FP.

Encrypted Scroll: Wizards can learn new spells from scrolls and copy them to their spellbooks. To prevent the scroll from falling into the wrong hands, some scribes encrypt them. Deciphering an encrypted scroll requires winning a Quick Contest of Cryptography against the scribe. If you do not know the skill level, you can determine it randomly by rolling 1d+9. +0.2 CF, +2 days of scribing.

Universal Scroll: A scroll that anybody can activate. The underlying spell type doesn’t change. To learn from such a scroll you must still be a caster who meets all the prerequisites. +0.2 CF, +2 days of scribing.

 

Variant Media

 

Scrolls are usually inked on heavy paper, parchment, or papyrus – or bark, for druidic scrolls. Such scrolls will ignite if hit with any burning damage. Paper, parchment, and papyrus turns to mush if it spends more than a turn underwater, while bark is prone to being eaten by wildlife, especially nasty caterpillars. However, this is not the only way to scribe scrolls. The following options can be used by all scribes or be restricted to specific cultures.

Barkcloth: Takes 3 burning damage to ignite. Gives the writer a -2 penalty to skill. -0.1 CF; Weight does not change.

Clay Tablet: Cannot be set on fire, but is brittle (use the same breakage rules as for potions). Cost does not change. Weighs 5 lbs.

Embroidered Cloth: Takes 3 burning damage to ignite. Not ruined by water. Add $5 to the cost. Weight doesn’t change.

Engraved Metal: Has DR 2, HP 3, so it is unlikely to break by accident. Engraving vanishes when the spell is cast, leaving a thin metal sheet (usually copper). Add $30 to the cost; weighs 0.25 lb.

Gemstone: A complex series of gestures and sounds is completed with a specially prepared gemstone in hand, and the spell stored within it is released when the final words are spoken. Like the parchment on which a scroll is scribed, a gemstone is emptied by casting but can be reused again. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Jeweler skill to scribe the scroll. Add $100 to the cost; weighs 0.25 lb.

Incendiary: A spell is stored in a special mix of powders and glyph-covered paper. To use an incendiary, a spellcaster speaks the last words of the spell while simultaneously igniting the prepared device (usually by means of a minor magical property of the incendiary form that requires no additional action to activate). The incendiary is consumed in a brilliant colored flash or haze of strangely coiling smoke, completing the spell. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Alchemy skill to scribe the scroll. Add $50 to the cost; weighs 0.25 lb.

Macrame: A spell is held in a small, complex weave of precisely tied knots. The user pulls apart the knotted square by choosing the right strands while speaking the spell’s activation words. The scribe uses Artist (Macrame) instead of Writing to scribe the scroll. Cost is unchanged; weighs 0.2 lb.

Massive Stone Tablet: A massive stone slab. Usually only found in ancient ruins. Crumbles to sand once read. -0.3 CF; weighs 20-200 lbs.

Riffle Scroll: A riffle scroll is similar to a standard scroll, but its methods of activation and shape are quite different. A riffle scroll can hold the power of only a single spell. Each riffle scroll is a thin booklet, similar in shape to a chapbook (but somewhat smaller), containing 25 to 50 pages of eldritch symbols. When held between thumb and forefinger and riffled through in a quick manner, the motion of the pages turning activates the magic within, simultaneously completing casting of the spell and erasing the booklet. Riffle scrolls do not require words and can be activated with one hand. Riffle scrolls can only be made of paper. +0.2 CF; weighs 1 lb.; increase scribing time by 1 day.

Scrolls on Gear: One scroll can be painted, inscribed, or embroidered on each cloak, shield, tool, weapon, or piece of armor. Only the item’s bearer can activate such a scroll, so this is only useful on gear he can easily see (use common sense!). The downside is this: if the spell roll is a critical failure, the item disintegrates. Add $10 to the cost on cloth, $20 on leather or wood, or $60 on metal; weighs nothing.

Stone Tablet: Can be used as an improvised shield (p. LT114) with DB 1. Crumbles to sand once read. Has DR 2/HP 8. Add $20 to the cost; weighs 2 lbs.

Tattooed Leather: Only likely to be ruined if deliberately cut or hit by 10 points of burning damage. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Body Art) skill to scribe the scroll. Ink drips off like blood when read. Add $10 to the cost; weighs 0.1 lb.

Tattooed Skin: The spell is tattooed directly to the skin. Can be used by necromancers to tattoo zombies. You can have one spell tattooed on each arm, each leg, the head (you must shave it, and you’ll need a mirror to read the tattoo), and the front torso. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Body Art) skill to scribe the scroll. Ink drips off like blood when read. You can’t read from a body part covered by armor or clothing. Critical failure means the spell afflicts you, personally, in whatever wicked way described by the GM. Add $100 to the cost; weighs nothing.

Vellum: Gives the writer a +1 bonus to skill when scribing the spell. Add $10 to the cost. Weight doesn’t change.

Wax Tablet: The writing can easily be ruined, but the tablet is very unlikely to break. Add $10 to the cost. Weighs 0.2 lbs.

 

Psionics and Scrolls

In D&D, psionic characters have an item type identical to magical single-use scrolls – powerstones. They can be represented using the gemstone form described above. The ability used via a powerstone uses the creator’s skill level. If you do not know the skill level or want to determine it randomly, roll 1d+9. When a psi uses a power from a powerstone, he can roll Expert Skill (Psionics). If he succeeds, he can learn this ability by spending character points on it later during the game. Powerstones are identified with Expert Skill (Psionics).

In addition, psionic sigils can be tattooed on the skin. To use a psionic tattoo, the user must touch it with bare skin, not read the script aloud. In all other aspects, psionic tattoos work like tattooed scrolls and powerstones.

Aboleths and mind flayers also inscribe psionic seals on objects. Such sigils are large (no less than 1 yard in diameter), so they are usually inscribed on static objects. They are activated just like psionic tattoos. Treat them as scrolls on gear in terms of price.

 

Construct Crafting

 

There are many 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 a spell that lets him shape clay 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)

SM

Volume, ft3

Mass, lbs.

Cost

Material Cost

Labor Cost

+0

2.8

266

$560

$53,2

$506,8

 

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 unloving. 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 spell to do this or its equivalent. 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 Acid Fog 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.

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

150 points

Attribute Modifiers: ST+5 [50]; DX+1 [20]; HT+4 [40].

Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Pain [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Pressure Support 1 [5]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5].

Disadvantages: Enhanced Unnatural [-100]; Mute [-25]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30].

Features: Not Subject to Fatigue; Sterile.

 

In addition, the golem has a free mental lens. Typically, it looks like this:

 

Golem Mentality

-240 points

Attribute Modifiers: IQ-10 [-200].

Secondary Characteristic Modifiers: Will+10 [50]; Per+10 [50].

Advantages: Single-Minded [5]; Unfazeable [15].

Disadvantages: Automaton [-85]; Cannot Learn [-30]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].

Features: Taboo Trait (Fixed IQ).

 

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.

 

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

120 points

Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+2 [20].

Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Pain [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5].

Disadvantages: Enhanced Unnatural [-100]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30].

Features: Not Subject to Fatigue; Sterile.

 

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.

 

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

-29 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]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Pain [30]; Injury Tolerance (Diffuse, No Eyes) [105]; Pressure Support 3 [15]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5].

Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].

Disadvantages: Enhanced Unnatural [-100]; Mute [-25]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Numb [-20]; Unhealing (Total) [-30]; Weakness (Water; 1d/minute) [-40].

Features: Not Subject to Fatigue; 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.

 

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 Stone Shape, Summon Earth Elemental, and Owl’s 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

CP cost of the construct

Simple

0 or less

Average

1-50

Complex

51-140

Amazing

141+

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.

 


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