Hi everybody,
I want to clear the rules for magic item creation cost, so that it encompasses everything and works for almost all spells that are not broken by themselves.
So here's my first try:
Premises:
- These rules just give the cost for creating the items, not for market value! Market value is determined by usefulness of the item.
- Every spell that creates an effect which is covered under another heading in the table is to be valued for the effect (e.g. Arcane Armor gives the effect of an armor bonus therefor the costs are calculated as for armor bonus +4)
Used abbreviations: sl = spell level, cl = caster level (cl cannot be lower than minimum caster level required to cast spell of given level)
So for example we go with the following costs to create (xp cost is 1xp per 12.5 gp creation cost):
The costs and categories given are just proposals and open for discussion!
	
	
	
		
## I'm not sure, if I should include these, 'cause the cost for making the Fasthealing spells permanent (duration of rounds/level) would already be quite high.
Any more categories needed? Too many categories?
Which costs would you change?
Market price for these items should be at least double the creation cost, I think.
Ok, that's it, awaiting your input and flames
Greetings
Firzair
				
			I want to clear the rules for magic item creation cost, so that it encompasses everything and works for almost all spells that are not broken by themselves.
So here's my first try:
Premises:
- These rules just give the cost for creating the items, not for market value! Market value is determined by usefulness of the item.
- Every spell that creates an effect which is covered under another heading in the table is to be valued for the effect (e.g. Arcane Armor gives the effect of an armor bonus therefor the costs are calculated as for armor bonus +4)
Used abbreviations: sl = spell level, cl = caster level (cl cannot be lower than minimum caster level required to cast spell of given level)
So for example we go with the following costs to create (xp cost is 1xp per 12.5 gp creation cost):
The costs and categories given are just proposals and open for discussion!
		Code:
	
	[COLOR=silver]
EFFECT                                                                         CREATION COST
Spell, useable once, spell trigger (e.g. scroll)                               12.5 gp * sl * cl
Spell, useable once, use-activated (e.g. potion)                               25 gp * sl * cl
Spell, useable once, free action to use                                        50 gp * (sl + 4) * cl
Spell, 10 charges, spell trigger (e.g. wand)                                   75 gp * sl * cl
Spell, 10 charges, use-activated                                               125 gp * sl * cl
Spell, useable X times per day, spell trigger (e.g. staff or rod)              200 gp * X * sl * cl
Spell, useable X times per day, use-activated                                  300 gp * X * sl * cl
Spell, useable X times per hour, spell trigger (e.g. staff or rod)             2000 gp * X * sl * cl
Spell, useable X times per hour, use-activated                                 3000 gp * X * sl * cl
Spell, useable X times per minute, spell trigger (e.g. staff or rod)           20000 gp * X * sl * cl
Spell, useable X times per minute, use-activated                               30000 gp * X * sl * cl
Spell, permanent, from duration of days/level (e.g. Animal Messenger)          1000 gp * sl * cl
Spell, permanent, from duration of hours/level or 1 day (e.g. Bull's Strength) 1500 gp * sl * cl
Spell, permanent, from duration of 10 minutes/level (e.g. Alter Self)          2000 gp * sl * cl
Spell, permanent, from duration of minutes/level (e.g. Arcane Eye)             3500 gp * sl * cl
Spell, permanent, from duration of rounds/level (e.g. Blink)                   4500 gp * sl * cl
Armor bonus +X, enhancement + special abilities on Armor                       500 gp * (X squared)
Armor bonus +X, e.g. on Bracers of armor                                       400 gp * (X squared)
Armor class bonus +X, luck or insight                                          1500 gp * (X squared)
Natural armor bonus +X, enhancement                                            1000 gp * (X squared)
Deflection bonus +X, enhancement                                               1000 gp * (X squared)
Weapon bonus +X, enhancement + special abilities on Weapon                     1000 gp * (X squared)
Unarmed bonus, like weapon bonus, useable unarmed (e.g. monk)                  1250 gp * (X squared)
Bonus on one save (fortitude, reflex or will) +X, resistance                   150 gp * (X squared)
Bonus on one save (fortitude, reflex or will) +X, luck or insight              300 gp * (X squared)
Bonus on all saves +X, resistance                                              500 gp * (X squared)
Bonus on all saves +X, luck or insight                                         1000 gp * (X squared)
Bonus on specific saves (e.g. fort saves vs. poison) +X, resistance            100 gp * (X squared)
Bonus on specific saves (e.g. fort saves vs. poison) +X, luck or insight       200 gp * (X squared)
Skill bonus +X, enhancement                                                    15 gp * (X squared)
Skill bonus +X, luck or insight                                                30 gp * (X squared)
Attribute bonus +X, enhancement                                                500 gp * (X squared)
Spell resistance X, minimum 11                                                 5000 gp * (X - 10)
Use of feat (does not count as prerequisite for learning new feats             7500 gp plus 
             and only functions if prereqs other than feats are met)           5000 gp per prereq feat
Use of Class Ability (e.g. Evasion)                                            7500 gp * level when ability is gained
Bonus spell slot Xth level                                                     1000 gp * (X squared)
Metamagic feat, +X level increase (+0 = 0.5) , useable Y times per day,        300 gp * X * Y * Z
             maximum spell level Z (Z=3,6,9)                         
Regeneration X, non-energy damage does subdual damage  ##                      10000 gp * (X squared)
Regeneration X, only two energy types do normal damage ##                      15000 gp * (X squared)
Fasthealing X                                          ##                      15000 gp * (X squared)
[/COLOR]Any more categories needed? Too many categories?
Which costs would you change?
Market price for these items should be at least double the creation cost, I think.
Ok, that's it, awaiting your input and flames

Greetings
Firzair
			
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 What I meant was, I don't understand this line:  
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		