Subject: Re: [gurps] Magical Items...

Plus, it takes less than a minute to walk into a shop and by a "wand
of fireballs", but 120h for a Magery 4+ wizard to learn the spell of
Fireball from a teacher...

Am I the only one bothered by the idea of an easily-accessed shop
full of high-powered magic items?  Keep in mind the economy of this.
It takes 120h to learn this spell, nearly as many to make the wand.
You're paying a mage somewhere for over 200 hours of their time to

1h


Certainly they will be restricted, but a circle of four Magery 3 mages with NEMA can Draw power enough to enchant a Fireball wand in one casting. This takes the full day, and costs 336$ for the mages' salaries.

The original question revolved around "if skill 15 was /Low/ compared to mages' skills." (Base professional being 12.)


But it probably does NOT work that way.  YOu don't have mages working
as manufacturers to supply shopkeeps.   This is a silly abstraction
we build on our industrial-age assumptions.  Magic items are giong to

Taking the magic assembly line rules from MI3 / TM, we get 11$/pt or 8,800$... in as little as a day.

Rarely in any logical setting would a shop be found full of magic
items. Now, one curiosity might find its way to a shopkeep's hands...
But its presence in a store should be an element to larger stories,
and not merely a convenience for the powerhungry adventurer.

We seem to be talking about different magic densities. :)


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