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General Tabletop Discussion
*Pathfinder & Starfinder
Items that Grant Additional Spells Known
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<blockquote data-quote="UltimaGabe" data-source="post: 1566092" data-attributes="member: 16019"><p>Hey, everyone.</p><p></p><p>I'm currently playing in a game where several different DMs switch up between games, and we each take turns DMing. Two of the characters are Sorcerers, and my character is a variant Cleric that gains Arcane spells added to his Cleric spell list. Anyway, I was wondering how one might price an item that granted an additional spell known- for example, a ring that allows the wearer to prepare or cast Fireball.</p><p></p><p>In other words, it just adds a certain spell to your spell list. You still have to prepare it in one of your slots (for a Cleric) or use up an unused spell slot (for a Sorcerer or Bard), and you still must provide all Material Components, Focuses, or XP costs. The only difference is that it's added to your spell list.</p><p></p><p>So how would you price something like this?</p><p></p><p>One idea is to first look at the base price of an item of infinite casting (using the guidelines in the DMG). For example, an item that let a person cast Fireball at will at the minimums would be 3 (spell level) x 5 (caster level) x 1800 (Command Word activated) = 27,000. This would just be a base, of course. After all, this example allows the wearer to use the spell at will (as opposed to what I'm trying to go for, in which case the wearer would have to give up his own spells to power it), but this example's at the minimum DC and Caster Level (whereas the wearer of the other item would have appropriate DCs and Caster Levels for himself). Also, the user of my future item would have to give up material components, and the spell would have verbal and somatic components (making it easier to foil and identify).</p><p></p><p>My character (the Cleric with Arcane spells) has been given a few items throughout the course of our campaign that allowed him to cast a few more Arcane spells while he wears the item (given to him by one of the other DMs), and since none of us have been making/buying them, pricing hasn't been an issue- but one of the other DMs has been using an unofficial formula where you take the cost it would take to make an item of unlimited uses (such as the 27,000 gp for the Fireball item above) and cut the cost in half. This seems pretty reasonable to me. How about all of you?</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1566092, member: 16019"] Hey, everyone. I'm currently playing in a game where several different DMs switch up between games, and we each take turns DMing. Two of the characters are Sorcerers, and my character is a variant Cleric that gains Arcane spells added to his Cleric spell list. Anyway, I was wondering how one might price an item that granted an additional spell known- for example, a ring that allows the wearer to prepare or cast Fireball. In other words, it just adds a certain spell to your spell list. You still have to prepare it in one of your slots (for a Cleric) or use up an unused spell slot (for a Sorcerer or Bard), and you still must provide all Material Components, Focuses, or XP costs. The only difference is that it's added to your spell list. So how would you price something like this? One idea is to first look at the base price of an item of infinite casting (using the guidelines in the DMG). For example, an item that let a person cast Fireball at will at the minimums would be 3 (spell level) x 5 (caster level) x 1800 (Command Word activated) = 27,000. This would just be a base, of course. After all, this example allows the wearer to use the spell at will (as opposed to what I'm trying to go for, in which case the wearer would have to give up his own spells to power it), but this example's at the minimum DC and Caster Level (whereas the wearer of the other item would have appropriate DCs and Caster Levels for himself). Also, the user of my future item would have to give up material components, and the spell would have verbal and somatic components (making it easier to foil and identify). My character (the Cleric with Arcane spells) has been given a few items throughout the course of our campaign that allowed him to cast a few more Arcane spells while he wears the item (given to him by one of the other DMs), and since none of us have been making/buying them, pricing hasn't been an issue- but one of the other DMs has been using an unofficial formula where you take the cost it would take to make an item of unlimited uses (such as the 27,000 gp for the Fireball item above) and cut the cost in half. This seems pretty reasonable to me. How about all of you? [/QUOTE]
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Items that Grant Additional Spells Known
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