Power (enchantment)

Power is a concept used in Enchantment to reflect whether or not an item is usuable, generally it needs to be at least 15 to function.
It is affected by same modifiers as spells, so in Low Mana where there's a -5 it needs at least 20 to work.
Power has a baseline of the lesser of the enchantment skill or spell skill, but can be boosted by dice on a critical success.
GURPS Thaumatology has optional rules for allowing power to be lesser but then it only works in High Mana. This is easier to do when using Continuous Mana (just reach 15) but without that ranges are given.
T107 discusses Quick and Dirty vs. Slow and Sure, with T108 elabrating on Time and Reliability and T109 talking about relaxing the required minimum.
Category:Rules