Quick magic item pricing question.

UltimaGabe said:
Let's say you're trying to make a slotted item that allows the wearer to use Mage Hand, Prestidigitation, Detect Magic, Detect Poison, Message, Light, Mending, Create Water, Know Direction, Ghost Sound, and Read Magic, all at will, all at caster level 1?

Once you've gotten that figured out, would the cost change if it were a held item, such as a rod?

Create Water is the bugaboo here. 2 gallons of water a round, at will, forever, can be used to break many things. Most of the others seem fine at book price (900 gp or thereabouts).

Mage Hand is clearly fine (hand of the mage exists at book price)
Prestigitation could be abused, depending on how the spell is interpreted. Given the broad "can't do anything useful" clause, probably OK depending on the DM.
Detect Magic is fine.
Detect Poison is fine.
Message is a bit iffy, since at will trumps the target limitation.
Light is a bit iffy, with a long duration.
Mending is fine.
Create water should probably cost close to 9k, as a decanter of endless water.
Know Direction is fine.
Ghost Sound is fine.
Read Magic is fine.

So, I'd say the item overall should cost between 12000 to 15000 gp. As a held tool, probably about the same, (maybe a little more) since few of the effects are combat related.

--
gnfnrf
 

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blargney the second said:
6k sounds about right for a magic Leatherman. It doesn't have a bottle opener - that's the real kicker.

Ah, but that's why you make the bottle opener the item you're crafting it all into.

-Hyp.
 

gnfnrf said:
Create Water is the bugaboo here.

It's also out of place - all the others are cantrips, but Create Water is purely an orison.

Know Direction is a Bard cantrip, and Detect Poison is a Sor/Wiz cantrip, but at least they're all cantrips... except Create Water.

It feels shoehorned in.

-Hyp.
 

Hypersmurf said:
Know Direction is a Bard cantrip, and Detect Poison is a Sor/Wiz cantrip, but at least they're all cantrips... except Create Water.

It feels shoehorned in.
It fits perfectly within the stereotypical concept of your everyday, run of the mill, multiclassed bard/wizard/cleric with the appropriate crafting feats.
 



With the power to flood the world? drown everyone and everything... turn the material plane into the Elemental plane of water (Kinda)? Hardly artifact level?
 

Goolpsy said:
With the power to flood the world? drown everyone and everything... turn the material plane into the Elemental plane of water (Kinda)? Hardly artifact level?

By that logic, a fire elemental could be considered among deity-like power because he has the power to burn the entire world. Turn the material plane into the Elemental plane of fire (kinda). In other words, anyone who tries to "flood the world" with a decanter of endless water is just asking to be smacked.

Anyway, does 5,625 seem like the rules consensus for this item? I was trying to stat it up myself, and for some reason kep winding up with, like, 19,000 as the price, and I seriously don't think this kind of an item is worth that much. :eek:

Anyway, thanks for your help, everyone!
 
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gnfnrf said:
Create Water is the bugaboo here. 2 gallons of water a round, at will, forever, can be used to break many things. Most of the others seem fine at book price (900 gp or thereabouts).
I'd also be concerned about detect magic at will, having allowed it once in my game.

Unless I read the rules wrong, it means that, in dungeon, the party gets warned whenever they are 60 feet from a magical trap or an invisible/hidden enemy with either a magic item or an active spell unless there's something to block line of effect.

Even camping in an area with access from all directions, there's a 1 in 6 chance that you also get to auto-detect (but not locate unless you make a spot check) any magical enemies approaching your camp site. Or better, if you assume the person on watch can swing the cone around and still get a ping whenever it finds a magic aura.
 

udalrich said:
Unless I read the rules wrong, it means that, in dungeon, the party gets warned whenever they are 60 feet from a magical trap or an invisible/hidden enemy with either a magic item or an active spell unless there's something to block line of effect.

Detect Magic requires a standard action to activate, and concentration (another standard action) to maintain each round. So if the character is detecting magic every round, he moves half the speed of everyone else, and can't do much of anything else.

-Hyp.
 

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