Items as Advantages

This is effectively an expansion of the "Magic Items as Advantages" concept in GURPS Thaumatology.
They are effectively an advantage with gadget limitations. More "mundane" Magic items with Enchantment Through Age and Deeds will tend to be built along these lines.
==Example==
===Magic Item Built as Power===
Magic Item that does Fireballs with 6d damage that also gives a +2 boost to IQ and can create Fog around the caster is a base of [115]Burning Attack 6d (Explosion 1, +50%; Magical -10%) [42] + IQ+2 (Magical -10%) [26] + Obscure 7 (Vision; Area Effect, 16 yards, +150%; Drifting, +20%; Extended, Ladar, +20%; Ranged, +50%, Magical -10%) [47]
*Breakable: DR 2 or less (-20%}, 3-5 (-15%), 6-15 (-10%), 16-25 (-5%), 26+ (0%)
*Size: A ring would be SM -9 or less (0%); bracelet - SM -7 or -8 (-5%); wand -5/-6 (-10%) or -4 (-15%); and Staff SM 0 or more (-25%)
*Can Be Stolen: Easily Snatched (-40%), Win a QC (-30%), Stealth or Trickery (-20%), Forcibly Removed (-10%)
So as a hard wood (DR 6-15, -15%) staff (-25%), that requires a Win a QC (-30%) to take away this item would be [35] (-70% of [115])
===Magic Item Built as Fixed Magic===
While the Classic version of Knacks rendered into 4e could be used its sliding scale makes it more complicated than is necessaryMagery 2 (-55%: One-Spell Magery, -80%; No Spell Prerequisites, +30%; Inspired Learning, +20%; No Magic Item Sensitivity, -20%; Costs fatigue, 1 FP, -5%). It is far easier to adjust Innate Magic so it can be used as a gadget.
*Item Magery: (-30% or -35%: One-Spell Magery, w/4 spells, -55%; No Spell Prerequisites, +30%; Inspired Learning, +20%; No Magic Item Sensitivity, -20%); Costs fatigue, 1 FP, -5% for skill 15-19, 2 FP, -10% for skill 20-24; Fixed IQ and Magery)
To make spell skill costs sane assume Magery + IQ (spells only, -50%) is at least 15.
*Item Magery 2 [18 or 16] + IQ 13 (spells only, -50%) [20] with each (H) spell — 15 [4] and each VH spell — 15 [8]
*Item Magery 3 [25 or 23] + IQ 12 (spells only, -50%) [10] with each (H) spell — 15 [4] and each VH spell — 15 [8]
*Item Magery 4 [32 or 30] + IQ 12 (spells only, -50%) [5] with each (H) spell — 15 [4] and each VH spell — 15 [8]
*Spell — 20 [+20]
So 3 (H) Magery 2 or lower Knacks at 15 would be Item Magery 2 [18] + IQ 13 (spells only, -50%) [20] + 3 x [4] or [50] 
A 3 (H) spell — 15 item with one to all spells requiring magery 3 would be Item Magery 3 [25] + 3 x [4] or [40]
Gadget modifiers are as above.
==Notes==
==References==
*GURPS Thaumatology p. 113-115
Category:Concepts
Category:Advantages