MP is the magical power in an item. 1 MP equals 1 gp of 2024 crafting cost.
Core rules
- Ingredients start empty. They have 0 MP and a capacity.
- MP comes from the characters. They charge MP into the materials up to their capacity. See Charging.
- A finished item has exactly the MP that was charged into it.
- Value = 2 × MP. The materials are the “crafting cost”, and the craftsmanship doubles it, just like in 2024.
- Minimum: the rarity decides how much MP an item needs at least. See Rarity and MP.
- Special ability: a special slot adds MP on top of the minimum. That is why items with special abilities cost more than others of the same rarity.
Excess MP (provisional)
If you charge more than the minimum into an item, the excess can be used for:
- Boons: small extras at the GM’s discretion (a glowing rune, an extra charge, resistance to breaking).
- Rarity upgrade: when the MP reaches the next rarity’s minimum (and the materials can hold it), the item can be raised one step – if the recipe allows it.
Worked example
A +1 longsword is Uncommon and needs at least 200 MP. The blade (2 Medium portions, 200), the grip (1 Low, 10) and the crossguard (1 Low, 10) hold 220 together – enough. See Portions and capacity. Finished sword: 200 MP, value 400 gp. See Examples.