Clerical Enchantment

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As with Clerical Spell-Magic GURPS has several methods of Clerical Enchantment.
==Classic==
Originally Clerics were effectively mages in a different outfit and this option still exists in 4e.
GURPS Religion p. 103-108 provided an alternative. GURPS Thaumatology provides 4e versions of some of these mechanics and ways to reconstruct the rest.GURPS Thaumatology p. 53-54, 68-69, 70-71, 75, 113-115, 120, 126, 133, 168-179
Clerics use Consecrate which can only be cast on items in a Very High Sanctity area but can be cast on an area of any Sanctity level. It has a counterpart called Desecrate which can render certain items powerless.This had been eliminated in favor of Religious Ritual in 4e
===Categories===
Clerical magic items fall into categories:
*Consecrated Objects: Examples include holy water
*Relics: May or may not be magical. If it is magical it falls into Enchantment Through Deeds category. They tend to heal or bring good fortune. GURPS Fantasy expanded on how Holy Relics function.
*Sacred Vessels: items that contain a mixture of the cleric's and deity's power but can only be used by the cleric who created it. Effectively the clerical counterpart of a Powerstone with 1 point being added per day. A 17 roll stops the process and an 18 destroys the item.This difference has been eliminated in 4e
* Holy Objects: while they are the clerical equivalent of magery based magic items they are far more time consuming to make (more clerics do not reduce the number of days to make the item) and can only be used by clerics of that deity but the item costs no energy to use.The default is now in line with Slow and Sure Enchantment with additional 25 points of energy provided via important meritorious acts such as pilgrimages, joining a monastery, etc per GURPS Thaumatology p. 53. Note this energy can be held in "reserve" for major enchantments. Another alternative is "Enchanting an item this way should be a relatively quick process, usually completed in a day or less. Wizardly enchanters may be astounded by the apparent effortlessness with which devotional enchanters produce items – not realizing that decades of rigorous practice go into the preparation." - GURPS Thaumatology p. 54
*Objects of Power: clerical magical item truly touched by the deity.
In 4e "Rules for this appear in Meditation, Holiness, or Study (pp. 53-54), and are most flavorful when combined with Symbol Magic (pp. 168-179). Devotional enchantment also works well alongside Magic Items as Advantages"GURPS Thaumatology p. 113
==Devotional Enchantment==
Magic is an outgrowth of prayer, religious study, or meditation. With Devotional Enchantment a wizard can "store up" energy. While Enchanting an item is insanely quick, usually completed in a day or less, it involves Symbol Magic and the enchanter must succeed on all the skills involved or the enchantment fails entirely. If character points are used to build an item then the base is 25 points of “energy” (200 hours of "study" or 25 8-hour days) = one character point which is based on the Slow and Sure method of enchantment. There may be ways to speed this up future - sacrifices or material components.
If the enchantment fails the enchanter cannot retry until all of the skills associated with the
failed rolls are raised. If the enchantment critically fails anywhere along the process the enchantment cannot ever be reattempted.
==See Also==
*Enchanting Items
==Notes==
==References==
Category:Religion
Category:Enchantments
Category:Magic Items