Adding magic to magic.

Bob5th

First Post
I seem to recall some rule on adding magic mods to an already magical item, and that is double cost. Is this cost correct? Where is the rule for this listed? Or was this just someones hose rule I'm remebering?
 

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It's actually easier than that. If you just want to upgrade an item (like a +1 sword into a +2 holy sword), it costs the total cost minus the original enchantment cost. Page 242, DMG.

However, if you want to add a second power to a slot-occupying item (as opposed to upgrading it to a higher form of the same power), you take the higher cost plus twice the lower cost [P. 243, DMG, plus errata]). However, even in this case, you take the total adjusted cost minus the original cost as what you'll have to pay.
 

If you add an ability to a magic item, or create an item which takes up no slots (the same thing really) it cost double. Ex making boots of striding & springing into boots of striding, springing, and spider climbing costs 2000 gp 2*(2000gp /2) and 160 exp 2*(2000/ 25).


The exception to this is armor, shields and weapons. In that case it costs (cost to make new item-cost of old item). Ex +1 -> +2 armor costs 1500 gp (4000-1000/2) and 120 exp (4000-1000/25)
 

It depends on what you are doing. If you are raising a +1 ring to a +2, you pay the difference. If you are adding +2 STR to a +2 CON belt, you would pay double the cost of making a +2 belt by itself.


Bob5th said:
I seem to recall some rule on adding magic mods to an already magical item, and that is double cost. Is this cost correct? Where is the rule for this listed? Or was this just someones hose rule I'm remebering?
 

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