Magic Item Pricing

Aluvial

Explorer
I'd like to make a magical item that combines both the Headband of Intellect (+2)(4,000 gp) and the Circlet of Mages (MIC 86)(5,000 gp).

How do I do this? Can someone explain the math and where the relevant rules are?

Thanks,

Aluvial
 

log in or register to remove this ad


Item (head) gives a +2 Concentration bonus when worn.

Also, 3 charges a day at dawn. You may spend 1 or more charges.

1 charge: Retain a spell up to 1st level
2 charges: Retain a spell up to 2nd level
3 charges: Retain a spell up to 3rd level

Aluvial

I find different rules.

Case 1, easy. In the MIC 234, it says adding +2 Int to an existing item cost 4,000, which is the original cost of a +2 enhancement to an ability score... ok, so 9,000 total.

Case 2, a litte more difficult. On the previous page of the MIC, it says to add 1 1/2 times the value of the added power (OR the value of the added power plus 1/2 the value of the existing item, if the adeed power normally costs more than the existing item).

If I start with the Headband of Int (4,000) and add the Circlet (5,000) then the price is 4,000(existing) + 5,000(new) + 2,000(half the existing). or 11,000 total.

If I start with the Circlet, then add the Intellect, then the price is 5,000(existing) + (1.5(4,000)) or 5K + 6K which is the same, 11,000 gp.

But which should I use?

Aluvial
 
Last edited:

Ah, thank you for the info. Didn't have MIC in front of me.

If I start with the Headband of Int (4,000) and add the Circlet (5,000) then the price is 4,000(existing) + 5,000(new) + 2,000(half the existing). or 11,000 total.

If I start with the Circlet, then add the Intellect, then the price is 5,000(existing) + (1.5(4,000)) or 5K + 6K which is the same, 11,000 gp.

But which should I use?

Aluvial

The latter. The item's most expensive power is its "1st power". Any new powers cost 1.5 times normal and are added on. In this example, the item's 1st power would be the circlet, since it's the most expensive of the two.

Now, you could take this even further and break down the component costs of the circlet, to see which of those is the more costly, but I wouldn't bother, honestly.
 

But which should I use?
In your case the cost is 9000 gp. If one of the two effects is in the table on page 234, you simply add the costs.

If none of the effects is in the table you add half of the cost of the cheaper effect, i.e. the order of adding effects is irrelevant, you always use the order that results in the lowest total cost.
 

Jhaelen, refresh my memory, please (I still don't have MIC in front of me :(). What does the mention of the power on the table have to do with it again? Is it a pointer kind of thing, like if you see the power listed at X, then just add it?
 

What does the mention of the power on the table have to do with it again? Is it a pointer kind of thing, like if you see the power listed at X, then just add it?
Yeah, something like this.
Basically, if one of the item's benefits is one of the 'Big Seven', you don't have to pay the additional cost normally associated with combining powers in an item.

The 'Big Seven':
3. deflection bonus to AC
1. armor bonus to AC (may not be combined with (nonmagical) shield/armor bonus)
2. enhancement bonus to natural AC
4. enhancement bonus to an ability (Str, Dex, Con, Int, Wis, Cha)
5. resistance bonus to saving throws
6. energy resistance
7. ? (not in the table since it's not slotted: weapons' enhancement bonus to hit/damage)

This was done to acknowledge that these powers are considered 'must-have', i.e. you'd never want to sacrifice a slot for an item that didn't provide one of these bonuses. So a character who'd like to use one of the more 'interesting' items wouldn't be penalized for doing so.
 


Remove ads

Top