Need some help pricing these magic items.

IcyCool

First Post
So, the druid/wizard in my game is wanting to create/comission some magic items. They are as follows:

A bag that preserves up to 1 cubic foot of foodstuffs put into it.
He wants to add two other effects to the bag
1. Casts the Goodberry enchantment on berries removed from the pouch.
2. Generate/Summon/Create new berries every day
Now this opens a way for a fair amout of abuse so I'm thinking 8 berries a
day, only produces berries when there are less than 32 berries in the bag.

Everflowing Waterskin
This sealskin waterskin only feels half full but can produce 2 gallons
of water every round if upended

Belt of Armor
This a well made belt constructed out of bear hide with a fine silver
buckle and studded with finely polished obsidion and ivory. The belt grants a +4 armor bonus and a +2 enhancement bonus to natural armor.

So, I've figured the belt out at 33,000gp market price (16,000 for the armor effect (like bracers of armor), 6,000 for the natural armor bonus (secondary similar effect), total cost (22,000) * 1.5 (for non-customary body slot)).

On the other two items, I'm stumped.
 

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I dont know the prices off the top of my head, but i would look to the flask of unending water in the dm's guide or the "water gourds" in underdark. It sounds very similar, so the pricing should be similar.
As for the other, it seems a bit powerful since goodberries can be used to heal, or to provide food as a full days meal. That would mean that the party would never have to worry about food, no matter where or how far they journeyed. One way you could stop this is making a limiting effect on how many berries it can create, and having the berries rot each day, or you could make it more difficult for berries put in to be made into good berries, like having a specific and rare type of berry needed, and that there is only a 25% chance it will turn to a goodberry.
I hope that this helps,
I am at work, so I don't have the books with me to help out.
sorry
John
 

IcyCool said:
So, the druid/wizard in my game is wanting to create/comission some magic items.

They sound like interesting items!

IcyCool said:
A bag that preserves up to 1 cubic foot of foodstuffs put into it.
He wants to add two other effects to the bag
1. Casts the Goodberry enchantment on berries removed from the pouch.
2. Generate/Summon/Create new berries every day
Now this opens a way for a fair amout of abuse so I'm thinking 8 berries a
day, only produces berries when there are less than 32 berries in the bag.

Ok ... When you say "preserves food," what exactly do you mean? Do you mean, "Food inside doesn't spoil, ever?" or do you mean, "Cleanses spoiled food placed within it?"

Other than that, what you're really looking at here is a "Bag of Goodberry 1/ day, max of 32 berries, and some stuff."

Now, the spell iteself creates 2d4 magical berries, with an average of 5 berries per casting. Each berry cures 1 point of damage and provides nourishment as a meal.

Your player wants a bag which always produces 8 berries per day. That's a maximized Goodberry spell.

A command-activated device which casts a maximized Goodberry spell once per day would cost:

Spell Level * Caster Level * 1,800gp / (5 / Uses per day) =

(Drd 1 + 3 Maximize = 4) * (7, minimum for spell level 4*) * 1,800gp / (5 / 1) = 10,800gp

*Note that 7th-level Goodberries actually last for 7 days, and you're proposing a 3-day limit.

Now, this gives you 8 points of free healing per day, as well as 8 meals per day (almost enough to fully feed 3 people). At "maximum," you can cure 32 points of healing, and completely feed almost 10 people completely for one day.

Compare this to Murlynd's Spoon, which completely feeds 4 people, day in, day out, for a cost of 5,400gp.

So, is doubling the price worth it for a couple points of healing and a decrease in people fed?

I don't think so. Instead, I think the real question to ask is "How big of a problem is getting enough food in your campaign?"

If it's like standard D&D, where past a certain point food doesn't really matter, then I wouldn't price this item at any more than Murlynd's Spoon.

Moreover, other supplements have detailed items like the Field Provisions Box (A&EG, I think ...), which is in the 2K price range or so. It's main draw back vs. the spoon is size and that it only feeds one person (I think - been awhile since I've seen it).

This item seems pretty unexploitable, and I'd let it happen for relatively close to the Spoon's price.


Everflowing Waterskin
This sealskin waterskin only feels half full but can produce 2 gallons
of water every round if upended

This is a low-powered decanter of Endless Water, probably with a Create Water prereq instead of a Control Water prereq.

In other words, you're looking at basically a CL 1, Spell level 0 continuous item, since the effect you want is directly tied to the spell. I'd make it 1 gallon per round, however, to more closely match the decanter. Also, it only creates fresh water. It's 1,000gp.

Belt of Armor
This a well made belt constructed out of bear hide with a fine silver
buckle and studded with finely polished obsidion and ivory. The belt grants a +4 armor bonus and a +2 enhancement bonus to natural armor.

OK!

This is an easy one.

The "belt" chakra / slot has affinity for: "Physical improvement"

I believe that armor bonuses are not physical improvement, though natural armor bonuses are.

+4 armor bonus = 4 * 4 * 1,000gp = 16,000gp * 1.5 for innappropriate slot = 24,000gp
+2 Enhancement to natural armor = 2 * 2 * 2,000gp = 8,000gp

The most expensive part of this item is the armor bonus, so it forms the base. The secondary ability, then, is the enhancement to natural armor. Since it is a secondary ability in a slotted item, it's cost increases by 1.5.

Thus, a Belt of Armor +4 would cost 24,000gp.

A Belt of Armor +4 and Natural Armor +2 = 24,000gp + (8,000gp * 1.5) = 36,000gp.
 

Using Artificer's Handbook rules.
If you're going to be creating items in your game, I strongly recommend you pick this up.

A bag that preserves up to 1 cubic foot of foodstuffs put into it.
He wants to add two other effects to the bag
1. Casts the Goodberry enchantment on berries removed from the pouch.
2. Generate/Summon/Create new berries every day
Now this opens a way for a fair amout of abuse so I'm thinking 8 berries a
day, only produces berries when there are less than 32 berries in the bag.

spells required
goodberry (DRD 1)
minor creation(?) (Sor/Wiz 4)

This is a use-activated, unlimited-use bag which casts goodberries, and also generates additional berries. If you look at it in a literal sense, it's not easy to apply rules to magic items. The statement "when there are less than 32 berries in the bag" implies some knowledge, or contingency, which incurs the contingency spell. "If there are less than 32 berries in the bag, cast minor creation". That's a contingency. That's going to make the bag much more expensive. Instead, I would suggest a uses-per-day item to create 32 berries at a time. Minor creation, which might work for this purpose, could easily cast 32 berries.

So, what I would suggest is a bag which has the following:
unlimited-use "goodberry" - 2d4 berries at a time. goodberry doesn't create berries, merely makes them magical. You still have to supply the berries.
2 uses per day of minor creation - 32 berries per charge. I would say that the bag could hold 320 berries at a time. A cubic foot is a lot of berries!

10gp(1+1-1)*7^2 = 10*49 = 490gp
10gp(4+7-1)*11^2 = 100*121 = 12,100gp

Total creation cost is 12,590gp.
The spell requires 11 4th level arcane spell slots, and 7 1st level druid spell slots.



Everflowing Waterskin
This sealskin waterskin only feels half full but can produce 2 gallons
of water every round if upended

spells required:
create water (DRD 0)

10gp(0+1-1)*5^2 (minimum) 10gp*25 = 250gp. That's pretty cheap. And I would argue that the waterskin would actually weigh nothing, since it wouldn't actually contain any water at all. Putting this on a wineskin is a little bit misleading, though I suppose it doesn't matter.

This spell requires 5 0 level spell slots. Shouldn't be a problem.

The spell description for create water says that it's duration is "instantaneous" which isn't accurate. It's permanent. magic missile is instantaneous. This isn't the same kind of thing. I hate it when they do that. I'll base this off the cost of the spell as a permanent duration (which makes it much, much cheaper).


Belt of Armor
This a well made belt constructed out of bear hide with a fine silver
buckle and studded with finely polished obsidion and ivory. The belt grants a +4 armor bonus and a +2 enhancement bonus to natural armor.

spells required:
magic vestment (optional) (CLR 3)
barkskin (DRD 2)

To do this the easy way, you could just take the cost of a +4 shield and a +2 amulet of natural armor and add them together. The Artificer's Handbook has rules for creating such things.

The Artificer's Handbook creation cost for a +2 amulet of natural armor is 4,840gp. The creation cost of a +4 bonus item is 5,040gp. In this case, you've combined them, so the costs are a bit higher.
10gp(5+8-1)*7^2 = 120*49 = 5,880gp

The total would be 5,880+4,840 = 10,720gp. That's creation cost.

This item would require 11 2nd level druid spells (for barkskin) and 7 5th level spell slots for the +4 armor bonus. This is an unnamed spell, since there isn't really any spell defined to create bonus weapons and armor (arguably magic vestment fits, but then wizards couldn't make magic armor.

Jesus. That was a bit of work. :)
 

Patryn of Elvenshae said:
Ok ... When you say "preserves food," what exactly do you mean? Do you mean, "Food inside doesn't spoil, ever?" or do you mean, "Cleanses spoiled food placed within it?"

I believe what he originally wanted was a bag that will keep his berries fresh. I think the later stuff is because he doesn't want to have to look for berries (we're coming up on winter). As to his original idea, I was thinking of an at will, slotted, command word item for Purify Food and drink. This would run 900gp (as per hand of the mage). This didn't seem too bad, but then I got to thinking, why wouldn't every village rush out and buy one (availability aside)? 900gp for an item that duplicates a spell with an instantaneous duration (a permanent benefit in other words) seemed too cheap. So I priced it as a slotless, use activated item, reasoning that he only wanted it to keep his berries (and I expanded it to any foodstuff) fresh. So I figured an item that simply preserved food put into it (it would preserve rotten food in it's current state, not purify it) sounded more reasonable. At 2,000gp it seemed a bit expensive, but I was more comfortable with it. I presented the idea to the player, and he likes it. He then wanted to add the berry production and goodberry effects to it.

Patryn of Elvenshae said:
*Note that 7th-level Goodberries actually last for 7 days, and you're proposing a 3-day limit.

I am?

Patryn of Elvenshae said:
So, is doubling the price worth it for a couple points of healing and a decrease in people fed?

I don't think so. Instead, I think the real question to ask is "How big of a problem is getting enough food in your campaign?"

Food isn't difficult to get in my campaign, but I try to be reasonably consistent with my rulings, and I try to give a well-rationed price to any custom magic items. That said, the first thing in the DMG about creating magic items does say to compare it to an existing item. So, let's compare it to a Murlynd's Spoon.

Spoon:

Feeds up to 4 people per day.

Bag:

Creates a number of Goodberries per day.
Preserves food that is placed within it.

So, if the Bag produced enough berries to feed 4 people per day, and assuming the miniscule amount of healing was ignored, how much would you increase the price for the preservation effect?

I'm thinking we start with 5,400gp for a bag that produces 12 berries per day on command, each providing enough nourishment for a single meal. This duplicates Murlynd's Spoon, just the flavor text is different. If we allow each berry to heal you for a single hitpoint, that sounds vaguely like adding a charges per day, on command Cure Minor Wounds.

So:

5,400 for Spoon.

Continuous, preservation bag = .5 (Purify food and drink) * 1 (Minimum caster level) * 2,000 = 1,000gp. This is the least expensive power, so multiply by .50 to get 500gp.

12 Charge per day Cure Minor Wounds item = .5 (Spell level) * 1 (Minimum caster level) * 1,800 = 900gp. 900 / (5/12) = 2,160 (rounding the 2,159.99 up). This is the next most expensive ability, so multiply by .75 to get 1,620.

5,400 + 1,620 + 500 = 7,520gp. Drop that down to 7,500gp and it looks about right for an item that preserves food, feeds 4 people, and allows folks to carry around a ready made Cure Minor for stabilizing fallen comrades. What do you think?

Patryn of Elvenshae said:
This is a low-powered decanter of Endless Water, probably with a Create Water prereq instead of a Control Water prereq.

In other words, you're looking at basically a CL 1, Spell level 0 continuous item, since the effect you want is directly tied to the spell. I'd make it 1 gallon per round, however, to more closely match the decanter. Also, it only creates fresh water. It's 1,000gp.

Would you qualify it as slotless? What about if it provided the water even when not held or attended to? (i.e. You just unstopper it and upend it, and water comes out forever).


Patryn of Elvenshae said:
The "belt" chakra / slot has affinity for: "Physical improvement"

I believe that armor bonuses are not physical improvement, though natural armor bonuses are.

+4 armor bonus = 4 * 4 * 1,000gp = 16,000gp * 1.5 for innappropriate slot = 24,000gp
+2 Enhancement to natural armor = 2 * 2 * 2,000gp = 8,000gp

The most expensive part of this item is the armor bonus, so it forms the base. The secondary ability, then, is the enhancement to natural armor. Since it is a secondary ability in a slotted item, it's cost increases by 1.5.

Thus, a Belt of Armor +4 would cost 24,000gp.

A Belt of Armor +4 and Natural Armor +2 = 24,000gp + (8,000gp * 1.5) = 36,000gp.

I thought the uncustomary space limitation applied to the entire cost. And I figure that a +2 natural armor is similar to a +4 armor, so I applied the multiple similar abilities discount. Once that was done, I multiplied the entire cost by 1.5 for the uncustomary space limitation. Comments on this? Do you not think the bonuses to AC are similar enough for the discount?
 

die_kluge said:
The spell description for create water says that it's duration is "instantaneous" which isn't accurate. It's permanent.

Actually, calling the spell "permanent" would be inaccurate.

A permanent spell is one which acts and then continues to hang around.

It is thus dispellable.

An instantaneous spell has an effect and then goes away. It is not dispellable after the fact.

If Create Water were permanent, you could dispel the water it creates - in effect, the water it creates would be "magic water."

The spell doesn't doesn't create magic water. It creates normal, nonmagical water in an instant and then goes away. The water is, afterwards, present and nonmagical.

Also, for the OP - die_kluge is basing his calculations off of a 3rd-party supplement (which he may or may not have written; I don't recall). Unless you're following the item creation rules in this 3rd-party supplement across the board, it's probably not a good idea to introduce them halfway.
 

IcyCool said:
As to his original idea, I was thinking of an at will, slotted, command word item for Purify Food and drink.

What slot does it take up?

A slotted item is one that must be used in a particular place on the character's body in order to work. A bag that keeps food fresh doesn't really seem to fit that definition.

I ignored the non-slotted increase because it doesn't really seem applicable in this case. Murlynd's Spoon is technically a non-slotted item, but it doesn't suffer the cost increase. Basically, anything that you need your hands to operate is priced as a slotted item (c.f the lockpicks from the Vest of Escape). Since you need to open the bag, retrieve items from it, and then eat them (or have others eat them), you're talking about something very different from an Ioun Stone of the Masterthief (+4 competence on Open Lock and Disable Device).


Sorry - 4 days. 8 berries per day, 32 berries max = maximum of 4 stored "berrydays."

So, if the Bag produced enough berries to feed 4 people per day, and assuming the miniscule amount of healing was ignored, how much would you increase the price for the preservation effect?

As a fraction of a 1 / day command-activated Purify Food and Water (normally 900gp). The spell works on 1 cubic foot of stuff, and restores nasty, spoiled food and water to pure status. You've got roughly the same amount of food (assuming a good-size bag), but you don't restore spoiled stuff to fresh, as such it's less useful.

I'm thinking we start with 5,400gp for a bag that produces 12 berries per day on command, each providing enough nourishment for a single meal. This duplicates Murlynd's Spoon, just the flavor text is different.

Excellent place to start.

If we allow each berry to heal you for a single hitpoint, that sounds vaguely like adding a charges per day, on command Cure Minor Wounds.

So, 12 charges of Cure Minor Wounds per day. The potion equivalent (which is the closest approximation) is 12 * (50 * 1 * 1/2) = 12 * 25 = 300gp / day.

5,400 for Spoon.

Good so far.

Continuous, preservation bag = .5 (Purify food and drink) * 1 (Minimum caster level) * 2,000 = 1,000gp. This is the least expensive power, so multiply by .50 to get 500gp.

Here's where there's a problem. You are pricing this item as if it had multiple similar abilities. That's usually not true. In fact, the only items that really have multiple similar abilities are staves - each of the abilities draws upon the same pool of resources (i.e., 50 charges, use 'em how you want).

However, I like the 500gp figure for food preservation. We'll keep that.

12 Charge per day Cure Minor Wounds item = .5 (Spell level) * 1 (Minimum caster level) * 1,800 = 900gp. 900 / (5/12) = 2,160 (rounding the 2,159.99 up). This is the next most expensive ability, so multiply by .75 to get 1,620.

Generally, items with more than 5 charges per day don't get hit with the "/ (5 / Charges)" multiplier. Otherwise, you'd just make it unlimited charges per day and get it cheaper.

Instead, take a look at the potion example above. At most, you can get 300gp worth of potion equivalents per day from this bag.

However, no person may benefit from more than eight of them per day.

5,400 + 1,620 + 500 = 7,520gp. Drop that down to 7,500gp and it looks about right for an item that preserves food, feeds 4 people, and allows folks to carry around a ready made Cure Minor for stabilizing fallen comrades. What do you think?

The reason I am hesitant to add too much more to the cost of the spoon is the following:

1) A 3rd-level Cleric spell makes the food requirements moot.
2) If you price it too high, then the Druid will just burn unspent spells at the end of the day on Goodberries and the heck with expensive magic items. The level CL 7 Druid can just spend Sundays casting a whole bunch of Goodberry spells, and at that point, Goodberries last at least a week (and more if the spell is Extended).

That being said, your final number isn't too bad. I'd knock some more off of it (maybe down to 6,500gp) on account of other items already in existence (Field Provisions Box springs immediately to mind), but otherwise you're probably in a fair ballpark.


Would you qualify it as slotless? What about if it provided the water even when not held or attended to? (i.e. You just unstopper it and upend it, and water comes out forever).

Yes, I'd qualify it as technically slotless. However, since it's one of those "You need to hold it in your hands in order for it to work" items, it gets priced as slotted.

As far as water coming out forever, that's your decision. At 1 gallon / round, we're not talking about an extremely fast flow. You could potentially create a few of these to water your croplands, but at 1,000gp each, you're looking at something far beyond the means of most towns.


I thought the uncustomary space limitation applied to the entire cost.

Interesting wrinkle when it comes to combined items. You can make any wondrous item you want in any slot, and then add further abilities later on.

SRD said:
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

So, given that, you should only apply the "Wrong Slot" charge to those parts which are actually in the wrong slot.

Therefore, when looking at a Belt of UberArmor, what you're really looking at doing is taking a Belt of Armor +4 and a Belt of Natural Armor +2 and smashing them together.

The Belt of Armor +4 is in the wrong slot, and so gets the increase. The Belt of Natural Armor is not, and so it doesn't. However, you're combining two powers in a single slot, so the cheaper ability gets a 50% increase in price.

And I figure that a +2 natural armor is similar to a +4 armor, so I applied the multiple similar abilities discount. ... Do you not think the bonuses to AC are similar enough for the discount?

Don't do that. ;)

Generally, the only time you should provide the multiple similar abilities discount is when the player has to make an either / or choice, as with a staff. You cannot use both the Fireball power and the Flaming Sphere power of a Staff of Fire simultaneously, and using one reduces your ability to use the other (through shared charges).

If you had a belt that could do *either* +4 Armor or +2 Enhancement to Natural Armor, I might grant the discount.

On a belt that grants both, however, I would not.
 

Patryn of Elvenshae said:
What slot does it take up?

It doesn't, now. :) It takes up one of those "virtual" held in hand slots :D

Patryn of Elvenshae said:
So, 12 charges of Cure Minor Wounds per day. The potion equivalent (which is the closest approximation) is 12 * (50 * 1 * 1/2) = 12 * 25 = 300gp / day.

Right, but this has an infinite supply.

Patryn of Elvenshae said:
Here's where there's a problem. You are pricing this item as if it had multiple similar abilities. That's usually not true. In fact, the only items that really have multiple similar abilities are staves - each of the abilities draws upon the same pool of resources (i.e., 50 charges, use 'em how you want).

However, I like the 500gp figure for food preservation. We'll keep that.

Fair enough, but it seemed like a good way to keep the cost down.

Patryn of Elvenshae said:
Generally, items with more than 5 charges per day don't get hit with the "/ (5 / Charges)" multiplier. Otherwise, you'd just make it unlimited charges per day and get it cheaper.

True, but I figured that I'd try it this way to see what I wound up with.

Patryn of Elvenshae said:
The reason I am hesitant to add too much more to the cost of the spoon is the following:

1) A 3rd-level Cleric spell makes the food requirements moot.
2) If you price it too high, then the Druid will just burn unspent spells at the end of the day on Goodberries and the heck with expensive magic items. The level CL 7 Druid can just spend Sundays casting a whole bunch of Goodberry spells, and at that point, Goodberries last at least a week (and more if the spell is Extended).

Just because a spellcaster can do the same thing by burning spells doesn't mean that the item that lets them do it without burning spells isn't worth it. But you may be right on the price.

Patryn of Elvenshae said:
That being said, your final number isn't too bad. I'd knock some more off of it (maybe down to 6,500gp) on account of other items already in existence (Field Provisions Box springs immediately to mind), but otherwise you're probably in a fair ballpark.

I'm thinking I like the 6,500gp cost to it. It feels comfortable to me. I'll send it off to my player and see what he thinks.

Patryn of Elvenshae said:
As far as water coming out forever, that's your decision. At 1 gallon / round, we're not talking about an extremely fast flow. You could potentially create a few of these to water your croplands, but at 1,000gp each, you're looking at something far beyond the means of most towns.

I think I'll throw him the option, 1,000gp for an item that does this, but someone has to be holding it, or 2,000gp for an item that can do this without being held.

Patryn of Elvenshae said:
The Belt of Armor +4 is in the wrong slot, and so gets the increase. The Belt of Natural Armor is not, and so it doesn't. However, you're combining two powers in a single slot, so the cheaper ability gets a 50% increase in price.

You know, I was going to argue that a boost to Natural Armor doesn't fit with "Physical Improvement", but then I came to my senses :).

Patryn of Elvenshae said:
Don't do that. ;)

Generally, the only time you should provide the multiple similar abilities discount is when the player has to make an either / or choice, as with a staff. You cannot use both the Fireball power and the Flaming Sphere power of a Staff of Fire simultaneously, and using one reduces your ability to use the other (through shared charges).

*reads section again and smacks forehead* Yep, it's Friday. TGIF :p
 

IcyCool said:
You know, I was going to argue that a boost to Natural Armor doesn't fit with "Physical Improvement", but then I came to my senses :).

I almost did that, too, when I started in on my first post. In fact, I got all the way through it with the Natural Armor also increased by 1.5. Then I was all, like, 'Waitaminute ... What the heck am I saying?"
 

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