Power of a Magic Item

Set upon creation the unadjusted for mana (Spell) PowerThis use of "Power" should not be confused with the spell of the same name or with Power Items. of a magic item is equal to the lower of the Enchant or spell contained in the item.
==Standard Rule==
An item must have Spell Power 15 or higher to function. If the enchanting item is a Critical Success (4.6% at 15 and normally capped at 9.5% for 16+) the power with that spell is increased by 2d6. On a natural 3 some other beneficial enchantment is applies as well.GURPS Magic p. 17. 
Outside settings that use Continuous Mana, only mana or sanctity below normal depending on the nature of the enchantment will effect this base Spell Power (-5 to the Power in Low, -10 in Very Low). Note there are a handful of enchantments (such as Powerstone Recharging Rack) that expressly state they will not work in anything below Normal level implying that even Spell Power 20 or higher does not change this. GMs should feel free to ignore this rule as it is an unnecessary complication to the base rule.
==Classic Rules for Divine Magic==
Divine Magic capped item Spell Power at a base of 15 regardless of what the Cleric's skill with any of the related spells was.
There were only three ways to get Power higher then 15:
* Trade energy (and therefore time) for skill; "+1 for energies exceeding those required by 20%, +2 for an additional 40%, +3 for an additional 60%, +4 for an additional 100%, and an extra +1 for each additional 100% of the required energy"
*Ask for Divine Intervention at the end of the enchantment process.
* Direct Intervention by the deity itself (generally outside the Cleric's control).
The later two options resulted in Objects of Power which had a base Power 25 and generated their own Sanctity at high or better.
== Enchantment as Advantages==
GURPS Thaumatology provides the Magic as advantages option for Devotional EnchantmentGURPS Thaumatology pg 54, 113-115 Items built this way do not have a Spell Power rating raising the question of just how the Mana/Sanctity Sensitive (-10%) limitation actually works.
Since such items do not have a skill level per say they are only effected by range and the Mana/Sanctity Sensitive limitation and not by things like magic resistance. For this reason GMs should be very careful in allowing such items in their setting.
==Notes==
==References==
*GURPS Magic pg 17
*Classic: Religion pg 107-108
Category:Enchantments
Category:Religion
Category:GM Advice
Category:Magic Items