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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