Increased xp cost for giving an item magical abilities without any gold cost?

Carnifex

First Post
I'm currently creating a type of item which a character can take a feat to be able to kinda symbiotically bind with. As a result, he or she can then spend xp to improve it as if making a magic item - ie spending xp to improve a basic longsword of the type to +1 flaming, or somesuch.

There is no gp cost for doing this, purely xp, since it draws solely on the characters life energy to achive the enchantment. So... how much should I increase the xp cost by for the enchantment?

Normally its 1/2 market price in gold and 1/25th in xp. My first thought was double the xp cost for removing the gold cost, but I'm not entirely sure as to how balanced against each other the costs are. Any advice, anyone?
 

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Carnifex

First Post
Nifft said:
The normal conversion is 1 xp = 5 gp.

-- N

Ah yes, good point.

So that increases the xp cost by 1/10th of the total cost, I think, for a total of 7/50th of the total market price of the item?
 

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