Enchantment

Enchantment generally means things based on the Enchant spell and others in the Enchant College but as Enchanting Items shows there other ways enchantment can happen.
==Tradeoffs==
*Energy for Skill: +1 for an excess of 20% energy, +2 for for 40%, +3 for 60%, +4 for 100%, and a further +1 for each further 100% energy.
*Skill for Energy: -1 to skill gives +25% energy; -2 gives +50%; -3 gives +75%; -4 gives +100%; these are additive.
*Power for Skill: Bonus to Effective Skill (+1, +2, etc.) by taking the same size penalty to an item's final Power level (-1, -2, etc.); e.g. a caster with effective skill 14 may increase his Effective Skill by +4 (to 18) by taking a -4 penalty to the item's Maximum Endurance (it will have Maximum Endurance of 10)
==Time Spent==
T109 of GURPS Thaumatology
:The GM can reduce the time taken for enchantment – usually meaning the Slow and Sure method – in various ways.
This implies you can reduce time for Quick and Dirty too, perhaps below the minimum hour. How?
:Applying Time Spent (p. B346) gives enchanters the option of varying the time they take in useful ways.
WITH PENALTIES!. A 90% reduction for -9 would mean a minimum time of 6 minutes instead, far more interesting!
The Speedy Enchantment perk from GURPS Thaumatology: Magical Styles 24 refers to Time and Reliability (T108) and B346's Long Tasks rules too.
==Time flow==
Time Out forbids it due to no mana. Accelerate Time does not!
==City Stats==
Enchantment is in levels:
*None: Magical objects either don't exist or require living wizards to work.
*Rare: What Magical objects exist can’t normally be bought or sold.
*Common: Magical objects are common and have customary market prices. 
*Very Common: Magical objects are in everyday uses either due to enchantment level mages being common, Alchemical Charms being readily available, with mass production options for either or both. 
==See Also==
*Enchanting Items
*Enchantment Costs
*Capped Spells and Enchantment
*Modifying Enchantments (5/5/2006)
Magery limits:
*Enchantment-Only Magery; One College Only (Enchantment)
Perks:
*Quick and Focused
==References==
*The Trappings of Technology: Enchantment for Low Fantasy and Techno-Magic for GURPS Fourth Edition