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Magic Item Pricing Advice Sought...
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<blockquote data-quote="Seravin" data-source="post: 972508" data-attributes="member: 6783"><p>I'm dm'ing a campaign right now in which one of my players is a Wizard7/Fate Spinner3 at the moment.</p><p></p><p>Recently he approached me and asked if he could create some magic items and showed me the wishlist. I'm all for the creation of magic items created by the players. However in this I'm certain the guy is milking every last copper he can get out of the process. I don't even have a problem with that, but I'm left with the feeling that the pricing is too low on some of the items and I'm looking for a little guidance on what would be a fair cost.</p><p>The contested items are:</p><p></p><p><strong>Armband of Healing</strong> </p><p>Command Use activated that will cast Cure Serious Wounds 1/d</p><p>Additionally if the wearer drops below 0hp the armband will auto-cast the spell as a use-activated effect (presuming it hasn't already been used). <em>Presumably he will get the party's cleric to help.</em></p><p>The player's suggestion was to use Deathwatch instead of Contingency as the the trigger power for the second item. While I might agree that Deathwatch would be a fair power to make a prerequisite, I don't agree that it should be responsible for the contingent effect though I can follow his logic chain.</p><p>Pricing his way would be 7,400gp (command activated CSW at 5th level, 1/d; plus use activated Death Watch at 1st level). He did not double the first power</p><p>Pricing my way is 37,350gp (CSW the same as above, but doubled, plus Contingency at 11th level w/ 10% addition for focus).</p><p></p><p>His is too low, mine is too high. The closest related item I've found is a ring of Nine Lives(MoF). A 9 use item that casts heal under the same circumstances plus other stuff for 70kgp.</p><p>Anyone have a good feel for what's reasonable?</p><p></p><p><strong>Vest of Flight</strong></p><p>Command use activated to cast flight 1/d at 5th level.</p><p>His cost 5,400gp. Closest wondrous item match: Winged boots for 12,000gp</p><p>Differences: The vest only works 1/day for 50 minutes - usable all at once. The boots work for a total of 2 hours per day, broken up as the wearer sees fit. As an interesting note, the caster level of the boots is 9, which only grants 90 minutes of flight per the spell - so the boots give a free bonus of 30 extra minutes and is usable whenever.</p><p></p><p>However, while he gets slightly less than half the flight time and has to use it all at once, I do not believe that the vest is worth slightly half the cost of the boots. Generally flight gives a huge tactical advantage when it's needed. This item will be given to the monk who generally doesn't carry missile weapons.</p><p></p><p>I'm torn between either saying just shell out for the Winged Boots or charging around 9,000gp for his version.</p><p></p><p><strong>Gloves of the Chilling Fist</strong></p><p>Command word activated to cast Chill Touch 2/day at 9th level.</p><p>His cost 6,480gp. To be given to the monk</p><p>I've got a few issues with this as well.</p><p>*The spell has 3 distinct effects. 1d6 negative energy damage (generally not resistable), 1 pt Str drain (save to negate), and causes undead to flee (instead of damaging). </p><p>*The spell is instantaneous - which means not dispellable once started.</p><p>*While only usable 9 times for each casting - I believe only successful attacks discharge each use. So the effect would be good for at least 3 rounds of combat - but more likely a 5-6 rounds as the monk won't hit with every attack, but will almost certainly use it in conjunction with his melee attacks to maximize damage. In other words the gloves are good for about two combats on average - which in general is about all that happens in a day (thought that might change over time).</p><p></p><p>My gut reaction is to treat this as a 3 function item.</p><p>Treat the cost of the damage just like a weapon enhancement - about 2000gp. Just make it command word activated like the actual enhancement - usable at will. Undead would be immune, but otherwise non-resistable by most critters.</p><p>I'm unsure how to cost out the strength damage. Off the top of my head, make it usable up to 9 times per day (or 18 if thats what the mage wants). Cost it out as a command activated chill touch. </p><p>Then cost out the undead fear effect separately also.</p><p>Treat all three functions as similar use for purposes of costing.</p><p></p><p>So, thoughts? Comments?</p><p></p><p>Thanks</p><p>-seravin</p></blockquote><p></p>
[QUOTE="Seravin, post: 972508, member: 6783"] I'm dm'ing a campaign right now in which one of my players is a Wizard7/Fate Spinner3 at the moment. Recently he approached me and asked if he could create some magic items and showed me the wishlist. I'm all for the creation of magic items created by the players. However in this I'm certain the guy is milking every last copper he can get out of the process. I don't even have a problem with that, but I'm left with the feeling that the pricing is too low on some of the items and I'm looking for a little guidance on what would be a fair cost. The contested items are: [b]Armband of Healing[/b] Command Use activated that will cast Cure Serious Wounds 1/d Additionally if the wearer drops below 0hp the armband will auto-cast the spell as a use-activated effect (presuming it hasn't already been used). [i]Presumably he will get the party's cleric to help.[/i] The player's suggestion was to use Deathwatch instead of Contingency as the the trigger power for the second item. While I might agree that Deathwatch would be a fair power to make a prerequisite, I don't agree that it should be responsible for the contingent effect though I can follow his logic chain. Pricing his way would be 7,400gp (command activated CSW at 5th level, 1/d; plus use activated Death Watch at 1st level). He did not double the first power Pricing my way is 37,350gp (CSW the same as above, but doubled, plus Contingency at 11th level w/ 10% addition for focus). His is too low, mine is too high. The closest related item I've found is a ring of Nine Lives(MoF). A 9 use item that casts heal under the same circumstances plus other stuff for 70kgp. Anyone have a good feel for what's reasonable? [b]Vest of Flight[/b] Command use activated to cast flight 1/d at 5th level. His cost 5,400gp. Closest wondrous item match: Winged boots for 12,000gp Differences: The vest only works 1/day for 50 minutes - usable all at once. The boots work for a total of 2 hours per day, broken up as the wearer sees fit. As an interesting note, the caster level of the boots is 9, which only grants 90 minutes of flight per the spell - so the boots give a free bonus of 30 extra minutes and is usable whenever. However, while he gets slightly less than half the flight time and has to use it all at once, I do not believe that the vest is worth slightly half the cost of the boots. Generally flight gives a huge tactical advantage when it's needed. This item will be given to the monk who generally doesn't carry missile weapons. I'm torn between either saying just shell out for the Winged Boots or charging around 9,000gp for his version. [b]Gloves of the Chilling Fist[/b] Command word activated to cast Chill Touch 2/day at 9th level. His cost 6,480gp. To be given to the monk I've got a few issues with this as well. *The spell has 3 distinct effects. 1d6 negative energy damage (generally not resistable), 1 pt Str drain (save to negate), and causes undead to flee (instead of damaging). *The spell is instantaneous - which means not dispellable once started. *While only usable 9 times for each casting - I believe only successful attacks discharge each use. So the effect would be good for at least 3 rounds of combat - but more likely a 5-6 rounds as the monk won't hit with every attack, but will almost certainly use it in conjunction with his melee attacks to maximize damage. In other words the gloves are good for about two combats on average - which in general is about all that happens in a day (thought that might change over time). My gut reaction is to treat this as a 3 function item. Treat the cost of the damage just like a weapon enhancement - about 2000gp. Just make it command word activated like the actual enhancement - usable at will. Undead would be immune, but otherwise non-resistable by most critters. I'm unsure how to cost out the strength damage. Off the top of my head, make it usable up to 9 times per day (or 18 if thats what the mage wants). Cost it out as a command activated chill touch. Then cost out the undead fear effect separately also. Treat all three functions as similar use for purposes of costing. So, thoughts? Comments? Thanks -seravin [/QUOTE]
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