From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Enchantments questions
Date: 12 Jan 93 23:53:34 GMT
Organization: University of California, San Diego

In article <5216@equinox.unr.edu> hodges@unssun.UUCP (Marcus Hodges) writes:
>This is a semi-repost (due to the fact that I only got two responses) with
>a few additional questions about enchantment in GURPS Magic that I would
>like people's opinions on:
>
>1)  In the Magic book, in the beginning section on Enchantment (p. 16) it

	The answer is simple if you read more carefully.  Page 20
deals with PRICES for purchasing magical items.  Page 16 deals with
MAKING magical items.  Completely different subjects which should
not be confused.

....sorry, accidently nuked some text.  This is on enchanting
weapons with the fast-draw spell.
>    description of the spell states that the weapon leaps the the wielders 
>    hand and is instantly ready.  The enchantment normally costs 300/pound
>    of the weapon, but has a special cost for missile weapons of a flat
>    2000 energy.  Would the missile enchantment cause an arrow to be knocked

	Again, it helps to read the description more carefully.  The
2000 points of energy is for a quiver or a bag from which ammunition
for that weapon is stored.  You cast the spell on a quiver and
whenever you want an arrow (NOTE: You do *NOT* enchant the arrows!
You're enchanting the container for them) it will appear in your
hand.
	The 300/pound is for a specific weapon while the 200 points
is for an object which holds ammunition.  The difference should seem
fairly obvious.  It is not 2000 points for "missile weapons."

>    and ready to fire whenever the wielder pulled back the string, thus
>    removing a Fast Draw roll and an action to ready the weapon?  If the

	I say no.  Fast Draw is fast draw is fast draw.  When it is
cast on a weapon -- any weapon -- it merely means that you are able
to get that weapon in your hand in effectively 0 time.  If your bow
is enchanted, you merely don't have to spend 1 second to get it out.
It will not string your bow, it will not ready an arrow on your bow.
	If your bow and your quiver is enchanted, then in
effectively 0 time you can have your bow out and an arrow IN HAND.
(or by my ruling.  Some GM's might now allow these kinds of actions,
but I feel that it's "official"...)

>    enchantment just puts the arrow into the wielders hand, I think that 
>    2000 energy is way out of line.  How is anyone else handling this?

	We're talking about 2000 points on an object that will put
whatever is in it into your hand at will.  I feel that it's more
than enough (uh, I mean, it's enough...whatever).  I don't think
there's all that much ambiguity in the statements made by the
spells.

>3)  Can a Golem use magic items?  Not just weapons, shields and armor, but

	Generally I would consider all your questions to be up to
the GM.  In my games, I would feel that a golem isn't intelligent
enough to deal with spells cast on it, magical items, etc.  If the
spellcaster invested extra magic to increase the Golem's
intelligence, then I might allow it, depending on what's involved.

>Thanks for helping with these questions.
>
>Marcus