Magic Items & Treasure

Point Value

Magic Items do not cost points. Items that are found can be used immediately. However, if the power in the item is not constant the character must discover the power. This can be done by Attuning to the item or by having someone show the character how to use it. Attuning is a 3/2 power skill, with penalties of -1 per 10 active points of power and taking 1 phase. Failure requires further study/concentration at one step down on the time chart (no additional penalties). Characters without the Attuning skill can attempt using EGO Roll - 3 as the base.

Points are calculated as normal (with Independent limitation) and added to a character when acquired. When lost, the points are lost as well. These points are only used to guage relative power level and character effectiveness.

When a new character is introduced into the group, points from magic items should be reviewed separately. The amount of XP a new character begins play with could be equal to the amount awarded to the group, some fraction of that amount, or 0. The amount of magic items such a character could possess would equal either the average of magic items points in the group, a relative fraction (same fraction as XP), or none (if XP = 0).

Treasure Value

The treasure value of an item is calculated without the Independent limitation.

Real Points x Active Points x Cost Factor x Expertise

Cost Factor is based on the power type. Additionally, each level of Difficult to Dispel increases the Expertise by one step.

Standard Powers: 5gp

Defenses: 50gp

Skills: 50gp

Characteristics: 750gp

Movement: 25gp

Life Support: 250gp

Potion: 2%; Duration is +1/4 per step on the Time Chart. No Expertise Factor.

Scroll: 1%, Usable only by Mage or Cleric; See potions for duration. No Expertise Factor.

Instant Power made Constant: x20

Expertise is the level of skill necessary to craft such an item as determined by Active Points in the largest power. For purposes of Expertise, all non-standard powers should multiply their AP by 4.

0+ = x1 (Apprentice)

26+ = x2 (Journeyman)

56+ = x4 (Master)

86+ = x8 (Grand Master)

116+ = x16 (Legendary Master)

Similarity: if the form of the object does not reflect it's purpose (e.g. bracers of armor), the cost is x2.

Each power should have its cost calculated separately. If an item has multiple powers (e.g. damage and attack bonus), the costs are added together. Additionally, if one power requires a higher level of expertise, that same expertise multiplier applies to all powers.

The majority of this cost is in the materials required. An enchanter earns 10gp per day spent enchanting, 20gp at 14-, 40gp at 17-, 80gp at 20-, and 160gp at 23-. Typically an enchanter working for himself can cut this price in half.

Crafting Items

Crafting items equires the Enchantment Skill, which is separate for Arms & Armor, Woundrous Items, Potions, and Scrolls. Each power is enchanted separately. The penalty is equal to the Active Points/10 in the power, with a -2 per level of Difficult to Dispel.

All items must be of fine craftsmanship, which either means of Masterwork quality or 3x base value.

Converting Items

I often just convert an item straight out of the list. Typically, characteristic bonuses are unmodified, skill bonuses are halved. The d20 SRD is an excellent source for this.