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Help price a magic item
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<blockquote data-quote="kreynolds" data-source="post: 440654" data-attributes="member: 2829"><p>Damn. You're right. I new I was forgetting something. Forgot about the costly material components. Well, you're right in that a staff would indeed be more expensive, but it's supposed to be. Here's what the staff would look like.</p><p></p><p>Raise Dead (5 x 9 x 750gp) 33,750gp</p><p>Restoration (4 x 9 x 750gp) 27,000gp at 75% = 20,250gp</p><p>Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp</p><p>Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp</p><p></p><p></p><p>Material components</p><p>Raise Dead 500gp x 50 = 25,000gp</p><p>Restoration 100gp x 50 = 5,000gp</p><p></p><p><strong>EDIT: Total for the Staff = 100,875gp</strong></p><p></p><p>Also, because of the costly material components, the gloves will also be 60,000gp more expensive, bringing their total cost to 80,205gp. So, the gloves are still cheaper than the staff, and for obvious reasons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>However, there is one more thing that I didn't calculate, and I left it out on purpose. When you create a staff, you have the option of setting how many charges a particular function consumes per activation. A function that uses two charges per use is calculated at half the cost, and you tend to do this to your more costly functions, which in our case is Raise Dead and Restoration. So, here's the modified, and arguably, properly built staff...</p><p></p><p>Raise Dead (5 x 9 x 750gp) 33,750gp (2 charges per use) 16,875gp</p><p>Restoration (4 x 9 x 750gp) 27,000gp (2 charges per use) 13,500gp at 75% = 10,125gp</p><p>Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp</p><p>Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp</p><p></p><p>Material components</p><p>Raise Dead 500gp x 50 = 25,000gp</p><p>Restoration 100gp x 50 = 5,000gp</p><p></p><p><strong>EDIT: Total = 73,875gp</strong></p><p></p><p>See what happened? The staff is now cheaper than the gloves.</p><p></p><p></p><p></p><p>Because, as I already mentioned, you aren't limited to a certain number of uses per day, except by the number of remaing charges in the staff. Charge useage isn't based on the level of the spell, but instead is based upon what you decide (1 or 2 charges, but no more than 2).</p><p></p><p>The reasons why you would want to create a staff or wondrous item are pretty simple, and mostly has to do with how you want the item to function, what you want it's lifespan to be, and how readily available you want it to be.</p><p></p><p>1) Staffs are big, hard to conceal. Wondrous Items can be damn near anything you want. Technicaly though, you can make a staff without the staff part, meaning you could just make an amulet that functions like a staff.</p><p>2) Staffs are spell-trigger activated, always. This means that over half the classes cannot use the staff (or at least one or more functions). Unless the spell on the staff is on your class spell list, </p><p>or you can use the Use Magic Device skill, you can't use it. Wondrous items can use any activation method, and the gloves you wanted priced out use the command-word action, meaning anyone, and I really do mean anyone, can use the gloves, provided they know the command-word.</p><p>3) Staffs have a limited supply of charges, always. Once you burn up the 50 charges, you now have a stick. That's it. There's no recharging a staff in the core rules either (though some DMs, including myself, allow charge replenishing, but that's a different topic). Your gloves are not limited to 50 charges. They have unlimited charges, though they are limited to a certain number of uses per day.</p><p></p><p>Deciding whether or not you would rather have a staff or pair of gloves for this item not only largely has to do with how you want the item to work, but also the theme of the item.</p><p></p><p>Here's another thing. Staffs are themed, and as the description states, you can't just slap any ol' spell into a staff and call it a day. For instance, you could make a staff of <em>cure light wounds, restoration, and magic missile</em>. That last spell doesn't belong in there. But there's nothing limiting you to the types of spells you can have in a wondrous item, such as these gloves.</p><p></p><p>Also, here's a useful response from Monte's magic item FAQ...</p><p></p><p></p><p></p><p>Make sense?</p></blockquote><p></p>
[QUOTE="kreynolds, post: 440654, member: 2829"] Damn. You're right. I new I was forgetting something. Forgot about the costly material components. Well, you're right in that a staff would indeed be more expensive, but it's supposed to be. Here's what the staff would look like. Raise Dead (5 x 9 x 750gp) 33,750gp Restoration (4 x 9 x 750gp) 27,000gp at 75% = 20,250gp Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp Material components Raise Dead 500gp x 50 = 25,000gp Restoration 100gp x 50 = 5,000gp [b]EDIT: Total for the Staff = 100,875gp[/b] Also, because of the costly material components, the gloves will also be 60,000gp more expensive, bringing their total cost to 80,205gp. So, the gloves are still cheaper than the staff, and for obvious reasons. :) However, there is one more thing that I didn't calculate, and I left it out on purpose. When you create a staff, you have the option of setting how many charges a particular function consumes per activation. A function that uses two charges per use is calculated at half the cost, and you tend to do this to your more costly functions, which in our case is Raise Dead and Restoration. So, here's the modified, and arguably, properly built staff... Raise Dead (5 x 9 x 750gp) 33,750gp (2 charges per use) 16,875gp Restoration (4 x 9 x 750gp) 27,000gp (2 charges per use) 13,500gp at 75% = 10,125gp Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp Material components Raise Dead 500gp x 50 = 25,000gp Restoration 100gp x 50 = 5,000gp [b]EDIT: Total = 73,875gp[/b] See what happened? The staff is now cheaper than the gloves. Because, as I already mentioned, you aren't limited to a certain number of uses per day, except by the number of remaing charges in the staff. Charge useage isn't based on the level of the spell, but instead is based upon what you decide (1 or 2 charges, but no more than 2). The reasons why you would want to create a staff or wondrous item are pretty simple, and mostly has to do with how you want the item to function, what you want it's lifespan to be, and how readily available you want it to be. 1) Staffs are big, hard to conceal. Wondrous Items can be damn near anything you want. Technicaly though, you can make a staff without the staff part, meaning you could just make an amulet that functions like a staff. 2) Staffs are spell-trigger activated, always. This means that over half the classes cannot use the staff (or at least one or more functions). Unless the spell on the staff is on your class spell list, or you can use the Use Magic Device skill, you can't use it. Wondrous items can use any activation method, and the gloves you wanted priced out use the command-word action, meaning anyone, and I really do mean anyone, can use the gloves, provided they know the command-word. 3) Staffs have a limited supply of charges, always. Once you burn up the 50 charges, you now have a stick. That's it. There's no recharging a staff in the core rules either (though some DMs, including myself, allow charge replenishing, but that's a different topic). Your gloves are not limited to 50 charges. They have unlimited charges, though they are limited to a certain number of uses per day. Deciding whether or not you would rather have a staff or pair of gloves for this item not only largely has to do with how you want the item to work, but also the theme of the item. Here's another thing. Staffs are themed, and as the description states, you can't just slap any ol' spell into a staff and call it a day. For instance, you could make a staff of [i]cure light wounds, restoration, and magic missile[/i]. That last spell doesn't belong in there. But there's nothing limiting you to the types of spells you can have in a wondrous item, such as these gloves. Also, here's a useful response from Monte's magic item FAQ... Make sense? [/QUOTE]
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