Power (spell)

Power is an add-on on top of Enchant to offset energy costs for casting and maintaining spells. It has no relation to the Power of a Magic Item. Any bonus is halved in low mana and doubled in high to very high mana. 
==Classic Note regarding Divine Enchantment==
Under Classic rules there is no real equivalent to this spell for divine magic. 
==FAQ==
http://www.sjgames.com/gurps/faq/FAQ4-4.html#SS4.7.1
:4.7.1 Can Mage-Only items enchanted with enough Power to be considered "always on" be used by non-mages?
::If a "mages only" item would produce an ongoing effect on the user (e.g., Flight), and has Power enough to reduce both its cost to cast and its cost to maintain to 0, then it will generate its magical effect at all times. As such, it is irrelevant who uses it. 
===however===
a "mages only" item that actually empowers the user to cast a spell (e.g., Deathtouch) will only ever work for a mage even if energy cost is reduced to 0. When in doubt, ask yourself the following question: "Does the item effectively grant the user an advantage, or does it just let him cast spells?" If the former, then anyone can use it once cost is reduced to 0; if the latter, then it remains "mages only."
==Holy Relics rule==
F27 middle bottom:
:The commonest enchantment found in holy relics is a version of Power. Unlike the magical enchantment, the standard religious power source does reduce the energy cost of the user’s spells.
:However it works only for users who have Power Investiture from the same god, or a friendly god from the same pantheon.
:As a result, it has double the normal cost: 1,000 points for 1 point of Power, x2 per additional point.
F27 right top:
:Relics may have other magical functions.
:In general, a relic will not have any spell enchanted into it unless it has enough Power to keep that spell “always on.” If it does, it will perform its function constantly or when asked to.
:If its Power permanently supports one magical function, the base cost for 1 point of Power is only 500 (not doubled).
:If it has several functions, and its power can shift to a desired function, the base cost is 750.
:If the power refocuses freely on other spells provided by the god in question, the base cost remains 1,000
==References==
Category:Spells
Category:Enchantments