GURPS Wiki

"The material presented here is a community original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

READ MORE

GURPS Wiki
GURPS Wiki
This is a quick reference guide to pages regarding magic items listed in various GURPS books.
For a list of the methods of Enchantment see Enchanting Items

Price[]

As a quick rule of thumb the asking price will be twice the cost to create an item of that power. The exceptions are due to new spells or unknown effects, market conditions, and the history/reputation of the item resulting in totally arbitrarily (and in some cases totally illogical) asking prices.

Classic was very bad about providing information on how the price of items were calculated and when it did give information it didn't always make sense. For example, Classic: Magic gave the formula for a powerstone as $20/casting + $10×P^2 + $40×P + $25/day[1] Now by the math this would result in a 1 point Powerstone costing $95 for the Q&D method and $115 for the slow and sure method but the table states that a 1 point Powerstone costs $80 to cast and retailing for $150 on average with no reason then "There is always a demand for good Powerstones without peculiar quirks so retail magic-sellers always mark the price up." given.

While aside from Industrial Enchantment, Classic GURPS didn't adjust the cost of magic items based on TL, Paut (elixir) expressly does. More over GURPS Magic p. 20 expressly states "For a typical TL3 fantasy setting with plentiful wizardry and shops full of magic items, it should be possible to commission a magic item for about $33 per energy point."

If one assumes the prices of other magic items similarly adjust for TL then one gets this price conversion table (note industrial enchantment does not follow this and is not cost effective below TL2):

TL 2 3 4 5 6 7 8 9 10 11 12
Starting
Wealth
$750 $1k $2k $5k $10k $15k $20k $30k $50k $75k $100k
Retail Cost
(1/30)
$25 $33⅓ $66⅔ $166⅔ $333⅓ $500 $666⅔ $10k $16⅔k $25k $33⅓k
manufacture
cost
$19.94 $23.41 $23.27 $23.96 $23.40 $25.47 $28.83 $35.23 $41.10 $57.95 $76.17
w/ 25% markup $24.93 $29.27 $29.09 $29.95 $29.25 $31.84 $36.04 $44.04 $51.38 $72.44 $95.22

4e update Note[]

Pyramid 3/66: The Laws Of Magic's Thoroughly Modern Magic provide a daily wage by TL for Industrial Enchantment (Monthly wage = 22 x daily wage with 8 hour days):

TL 1 2 3 4 5 6 7 8 9 10 11 12
Daily Wage $30.68 $31.82 $36.36 $50.00 $72.73 $95.45 $118.18 $163.64 $254.55 $368.18 $481.82 $602.27
Hourly wage $3.84 $3.98 $4.55 $6.25 $9.10 $11.94 $14.78 $20.46 $31.82 $46.03 $61.48 $75.29

Magic Item Categories[]

Adventure Items to Armor and Protection[]

Bardic to Domestic[]

Enchantment to Natural Magic[]

Necromantic to Wizardry Tools[]

Potential Items from GURPS: Magic[]

There are about 700 spells that can be applied to items! For a quick and simple reference:

Item Spells
Jewelry Almost every spell in the book can apply to jewelry. These can range from world-altering golden rings to a Necklace of Great Voice--useful for giving an inspiring speech to a crowd.
Wands, Staffs Most "active" spells apply to wands and staffs. If you imagine swinging a wand to get the effect, it can probably be applied here. Also applicable to Projectile spells and any spell that "shoots out" --from a water spray to a lightning bolt. Staff items generally add 1 or 2 to Range.
Tool A rare one, used for the Cadence spell.
Clothing Illusion and Body Control spells to alter one's appearance.
Shoes Mobility-enhancing spells, such as Wallwalk, Climbing, and Walk on Air.

Dungeon Fantasy[]

Since Dungeon Fantasy items are done differently they are grouped by book not category.

Additional Material[]

References[]