Magic Items Catalog

==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/dayClassic: Magic p. 22 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
StartingWealth 	$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
manufacturecost 	$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===
*Adventure Items
*Alchemical Items - contains information from other sources as well
*Animal Items
*Artifacts (Dungeon Fantasy)
*Armor and Protection
===Bardic to Domestic===
*Bardic Items
*Clothing
**Jewelry
*Criminal and Law Enforcement
*Curses, Tricks, and Traps
*Domestic Items
===Enchantment to Natural Magic===
*Enchantment Costs - listing of "standard" enchantments
*Healing Items
*Holy and Unholy Items
*Magical Tomes
*Natural Magic - not enchanted items per say
===Necromantic to Wizardry Tools===
*Necromantic Items
*Political Items
*Tools
*Toys and Entertainment
*Travel and Transportation
*Weaponry
*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.
*The Big Box Magic Store: Inexpensive Magic Items for GURPS Fourth Edition (2/24/2006)
==Dungeon Fantasy==
Since Dungeon Fantasy items are done differently they are grouped by book not category.
*D&D Artifacts: while not part of the Dungeon Fantasy series they can serve as inspiration for really powerful magic items.
*Fantastic Treasures: This 1984, 1985 AD&D supplement has been stripped down to its fundamentals. Not all items are magical and their power ranges from one GURPS spell to D&D 1.x artifact level.
*Dungeon Fantasy 6: 40 Artifacts
*Dungeon Fantasy: Magic Items
*Dungeon Fantasy Treasures 2: Epic Treasures
*Dungeon Fantasy Treasures 3: Artifacts of Felltower
==Additional Material==
*Inexpensive Magic Items (World Anvil)
==References==
*Basic Set
*GURPS Magic
*GURPS Fantasy
*Classic: Magic Items 1 
*Classic: Magic Items 2
*Classic: Magic Items 3
Category:Enchantments
Category:Magic Items
Category:Dungeon Fantasy