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*Pathfinder & Starfinder
New Magic Item Cost Rules
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<blockquote data-quote="Firzair" data-source="post: 796976" data-attributes="member: 1334"><p>Hi everybody,</p><p>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.</p><p>So here's my first try:</p><p></p><p>Premises:</p><p>- These rules just give the cost for creating the items, not for market value! Market value is determined by usefulness of the item. </p><p>- 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)</p><p></p><p>Used abbreviations: sl = spell level, cl = caster level (cl cannot be lower than minimum caster level required to cast spell of given level)</p><p></p><p>So for example we go with the following costs to create (xp cost is 1xp per 12.5 gp creation cost):</p><p>The costs and categories given are just proposals and open for discussion!</p><p>[CODE][COLOR=silver]</p><p>EFFECT CREATION COST</p><p>Spell, useable once, spell trigger (e.g. scroll) 12.5 gp * sl * cl</p><p>Spell, useable once, use-activated (e.g. potion) 25 gp * sl * cl</p><p>Spell, useable once, free action to use 50 gp * (sl + 4) * cl</p><p>Spell, 10 charges, spell trigger (e.g. wand) 75 gp * sl * cl</p><p>Spell, 10 charges, use-activated 125 gp * sl * cl</p><p>Spell, useable X times per day, spell trigger (e.g. staff or rod) 200 gp * X * sl * cl</p><p>Spell, useable X times per day, use-activated 300 gp * X * sl * cl</p><p>Spell, useable X times per hour, spell trigger (e.g. staff or rod) 2000 gp * X * sl * cl</p><p>Spell, useable X times per hour, use-activated 3000 gp * X * sl * cl</p><p>Spell, useable X times per minute, spell trigger (e.g. staff or rod) 20000 gp * X * sl * cl</p><p>Spell, useable X times per minute, use-activated 30000 gp * X * sl * cl</p><p>Spell, permanent, from duration of days/level (e.g. Animal Messenger) 1000 gp * sl * cl</p><p>Spell, permanent, from duration of hours/level or 1 day (e.g. Bull's Strength) 1500 gp * sl * cl</p><p>Spell, permanent, from duration of 10 minutes/level (e.g. Alter Self) 2000 gp * sl * cl</p><p>Spell, permanent, from duration of minutes/level (e.g. Arcane Eye) 3500 gp * sl * cl</p><p>Spell, permanent, from duration of rounds/level (e.g. Blink) 4500 gp * sl * cl</p><p>Armor bonus +X, enhancement + special abilities on Armor 500 gp * (X squared)</p><p>Armor bonus +X, e.g. on Bracers of armor 400 gp * (X squared)</p><p>Armor class bonus +X, luck or insight 1500 gp * (X squared)</p><p>Natural armor bonus +X, enhancement 1000 gp * (X squared)</p><p>Deflection bonus +X, enhancement 1000 gp * (X squared)</p><p>Weapon bonus +X, enhancement + special abilities on Weapon 1000 gp * (X squared)</p><p>Unarmed bonus, like weapon bonus, useable unarmed (e.g. monk) 1250 gp * (X squared)</p><p>Bonus on one save (fortitude, reflex or will) +X, resistance 150 gp * (X squared)</p><p>Bonus on one save (fortitude, reflex or will) +X, luck or insight 300 gp * (X squared)</p><p>Bonus on all saves +X, resistance 500 gp * (X squared)</p><p>Bonus on all saves +X, luck or insight 1000 gp * (X squared)</p><p>Bonus on specific saves (e.g. fort saves vs. poison) +X, resistance 100 gp * (X squared)</p><p>Bonus on specific saves (e.g. fort saves vs. poison) +X, luck or insight 200 gp * (X squared)</p><p>Skill bonus +X, enhancement 15 gp * (X squared)</p><p>Skill bonus +X, luck or insight 30 gp * (X squared)</p><p>Attribute bonus +X, enhancement 500 gp * (X squared)</p><p>Spell resistance X, minimum 11 5000 gp * (X - 10)</p><p>Use of feat (does not count as prerequisite for learning new feats 7500 gp plus </p><p> and only functions if prereqs other than feats are met) 5000 gp per prereq feat</p><p>Use of Class Ability (e.g. Evasion) 7500 gp * level when ability is gained</p><p>Bonus spell slot Xth level 1000 gp * (X squared)</p><p>Metamagic feat, +X level increase (+0 = 0.5) , useable Y times per day, 300 gp * X * Y * Z</p><p> maximum spell level Z (Z=3,6,9) </p><p>Regeneration X, non-energy damage does subdual damage ## 10000 gp * (X squared)</p><p>Regeneration X, only two energy types do normal damage ## 15000 gp * (X squared)</p><p>Fasthealing X ## 15000 gp * (X squared)</p><p>[/COLOR][/CODE]</p><p>## 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.</p><p></p><p>Any more categories needed? Too many categories? </p><p>Which costs would you change?</p><p></p><p>Market price for these items should be at least double the creation cost, I think.</p><p></p><p>Ok, that's it, awaiting your input and flames <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Greetings</p><p>Firzair</p></blockquote><p></p>
[QUOTE="Firzair, post: 796976, member: 1334"] 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! [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][/CODE] ## 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 [/QUOTE]
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