Cost to add +1 ability to Specific Weapon

Mistwell

Crusty Old Meatwad
Let's say I have a specific magic weapon as opposed to a generic magic one. I'll use the Crystal Echoblade from Magic Item Compendium as an example:

Crystal Echoblade
Price (Item Level)" 4,310 gp (9th)
Body Slot: - (held)
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: -
Weight: 4 lb.

A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level.
Prerequisites: Craft Magic Arms and Armor, Bardic Music
Cost to Create: 2,000 go (plus 310 gp for masterwork longsword), 160 XP, 4 days.

Now assume I want to add an ability to the Crystal Echoblade such as flaming:

Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

A +1 bonus costs 2,000 gp, a +2 8,000 gp, and a +3 18,000 gp.

So, how much does it cost to add the flaming special ability to the Crystal Echoblade?
 

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It looks as if the "Echoblade" quality is an added on thing, adding +2000gp to the base cost of a +1 Longsword.

Thus, it can be extrapolated that to add Flaming to such a weapon would cost 6000gp, the difference between +1 and +2.

-TRRW
 

There are no rules for doing such. A DM could chose to do so, but there are not hard and fast rule for it. Adding the difference for the next "plus", in this case 6000gp, migh be about right.

And I have to say that item sounds like potent powerup for a bard. Only reason why i say not overpowered is due to the bard being on the low end of the power level spectrum.
 

If adding abilities to the "specific" weapons was easy to cost, they would have just made the specific weapon abilities either a +N modifier cost or a +Xgp cost.

The fact that they didn't do either of those things indicates that their pricing isn't according to such a scheme.
 

starwed said:
If adding abilities to the "specific" weapons was easy to cost, they would have just made the specific weapon abilities either a +N modifier cost or a +Xgp cost.

The fact that they didn't do either of those things indicates that their pricing isn't according to such a scheme.

Okay, then are you saying you think you should not be able to add a generic magic ability to a specific magic weapon, or that it is difficult and a case by case basis analysis depending on the specific magic weapon?

If it is the later, then what is your opinion for this example?
 

You could

1. add the difference between +1 and +2
2. add the difference from a +1 item to the cost of a +2 item
3. treat it as a "+ 1/2" modifier and price it about halfway between a +2 and a +3 item
4. pull a number out of your portable hole that sounds right

In any case, you'll have to playtest the result.
 

Well, sometimes the only way to calculate WotC logic is to reverse engineer the math according to formula.

A +1 longsword has a market price of 2310gp.

The Item in question is priced at 4310.

Your "cost difference" here is 2000 gp. It appears that this added power is rated as a first level spell, "continuously activatable" by anyone using bardic music.

Accordingly, you calculate the abilities for a +x weapon normally, and then add on 2000gp to give it this feature.
 

Gerion of Mercadia said:
Well, sometimes the only way to calculate WotC logic is to reverse engineer the math according to formula.

A +1 longsword has a market price of 2310gp.

The Item in question is priced at 4310.

Your "cost difference" here is 2000 gp. It appears that this added power is rated as a first level spell, "continuously activatable" by anyone using bardic music.

Accordingly, you calculate the abilities for a +x weapon normally, and then add on 2000gp to give it this feature.

Sounds fair (and in accord with what theredrobedwizard and frankthedm said)

So, a +2 weapon is 8,000 gp (added to the base 310 for the masterwork longsword). +2,000 gp for the special bardic ability, and we have 10,310 gp as an estimate.
 
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The way that I'd probably do it is see what the cost of the item is, round it up to the next '+ equivalent' on the weapon enhancement chart, and then add the +1 ability to that.

In this instance, the price is 4310gp. This is above the +1 threshold (2000gp), so I bump it up to the +2 threshold (8000gp). I then add the +1 for the new flaming ability and I've got a +3 equivalent weapon, worth a total of 18000gp (thus the cost to add this ability to the echoblade would be +14,000gp).

That's how I'd do it. Look at the price, convert it to a '+ equivalent' and then work from there.

Cheers
 

Mistwell said:
Sounds fair (and in accord with what theredrobedwizard and frankthedm said)

So, a +2 weapon is 8,000 gp (added to the base 310 for the masterwork longsword). +2,000 gp for the special bardic ability, and we have 10,310 gp as an estimate.

I'm not sure I buy that reasoning. If it were intended that way, wouldn't echoblade just be a property that added +2000 gold? To me, it looks more like a +1 property with a price break for requiring bardic ability to activate.
 

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