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Retooling Epic Item Costs
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<blockquote data-quote="Cheiromancer" data-source="post: 3179589" data-attributes="member: 141"><p>I wonder how a <em>rod of absorption</em> was costed. A staff of <em>spell turning</em> would be 7th level x 15 caster level x 375 = 39,375 gp. Maybe the ability to store spell energy is worth a 25% premium over having it reflect a spell back on your opponent? </p><p></p><p>How much would a <em>rod of spell energy</em> cost, one that worked like a <em>rod of absorption</em> that had absorbed 50 charges? Presumably a fair bit less than a <em>rod of absorption</em>. Or what if it only absorbed charges, but this didn't charge up the rod so you could cast your own spells (a <em>rod of ablation</em>)? If these two functions were equally valuable, then they should be worth 20,000 gp each; when combined one is the base price, and the other receives a 50% premium. Each is a "different" function, since the rod can absorb spells while the user is using charges.</p><p></p><p>Now suppose these derivative rods were rechargeable; you could cast <em>mage's lucubration</em> into a <em>rod of spell energy</em>, say, or <em>antimagic field</em> into a <em>rod of ablation</em> in order to restore charges. Would you double the cost? I think that would be a fair way of pricing a rechargeable item. Of course you don't have to posit these other items in order to decide that a rechargeable <em>rod of absorption</em> (that you cast <em>spell turning</em> into) would cost 100,000 gp.</p><p></p><p>A staff of the magi works more or less like a rechargeable <em>rod of absorption</em>. Except that it converts the potential to charges that power the staff, instead of making it available for the caster to use for his own spells. Kind of a backwards form of Staff Mastery, there. I can't think of why the staff of the magi doesn't communicate information on how many spell levels are cast at the wielder. The element of risk it introduces should provide a fair discount.</p><p></p><p>I guess I'm chewing over the 250,000 gp. I don't see it as providing a huge premium over a rod of absorption; if there is a modest premium it would be made up by the "risky absorption" feature. So I'd think more like 100,000 gp than 250,000 gp.</p><p></p><p>But that's based on the notion that converting a charged item to a rechargeable item would result in a doubling of cost. That's the same factor as making something a use-activated item. But when a use-activated item is inappropriate (use activated items of CLW or <em>true strike</em> or whatever), a rechargeable item probably would be OK.</p><p></p><p>This will sound funny, but I need to ask it: "Is <em>staff of the magi</em> a staff? If so, then the following applies:</p><p></p><p></p><p></p><p>The save DC indicates that it is a 3rd level spell (all the other DCs are 14 + spell level). Though it's a pretty dumb 3rd level spell that does a maximum of 8 points of damage (save for half). Maybe it is a maximized, not-an-action casting time spell that does d8 in a 10-ft. radius, d6 out to 20-ft., and d4 out to 30-ft.. The not-an-action casting time would explain why all the charges could go off at once. Still a pretty dumb spell, though. And I don't know why a 1-charge retributive strike would have a 50% chance of destroying the wielder, either. Double damage I could see. </p><p></p><p>Re: 510K for a staff of necromancy</p><p>Funny how 510,000 gp comes to be described as "cheap," isn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'd think that 31st level should be the minimum CL for an item that casts 16th level spells. (2 x Spell level) -1. 32 is fine, though. I don't really see any logical reason it would be higher; the way CL works for staves, it would be silly to make it any higher.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3179589, member: 141"] I wonder how a [i]rod of absorption[/i] was costed. A staff of [i]spell turning[/i] would be 7th level x 15 caster level x 375 = 39,375 gp. Maybe the ability to store spell energy is worth a 25% premium over having it reflect a spell back on your opponent? How much would a [i]rod of spell energy[/i] cost, one that worked like a [i]rod of absorption[/i] that had absorbed 50 charges? Presumably a fair bit less than a [i]rod of absorption[/i]. Or what if it only absorbed charges, but this didn't charge up the rod so you could cast your own spells (a [i]rod of ablation[/i])? If these two functions were equally valuable, then they should be worth 20,000 gp each; when combined one is the base price, and the other receives a 50% premium. Each is a "different" function, since the rod can absorb spells while the user is using charges. Now suppose these derivative rods were rechargeable; you could cast [i]mage's lucubration[/i] into a [i]rod of spell energy[/i], say, or [i]antimagic field[/i] into a [i]rod of ablation[/i] in order to restore charges. Would you double the cost? I think that would be a fair way of pricing a rechargeable item. Of course you don't have to posit these other items in order to decide that a rechargeable [i]rod of absorption[/i] (that you cast [i]spell turning[/i] into) would cost 100,000 gp. A staff of the magi works more or less like a rechargeable [i]rod of absorption[/i]. Except that it converts the potential to charges that power the staff, instead of making it available for the caster to use for his own spells. Kind of a backwards form of Staff Mastery, there. I can't think of why the staff of the magi doesn't communicate information on how many spell levels are cast at the wielder. The element of risk it introduces should provide a fair discount. I guess I'm chewing over the 250,000 gp. I don't see it as providing a huge premium over a rod of absorption; if there is a modest premium it would be made up by the "risky absorption" feature. So I'd think more like 100,000 gp than 250,000 gp. But that's based on the notion that converting a charged item to a rechargeable item would result in a doubling of cost. That's the same factor as making something a use-activated item. But when a use-activated item is inappropriate (use activated items of CLW or [i]true strike[/i] or whatever), a rechargeable item probably would be OK. This will sound funny, but I need to ask it: "Is [i]staff of the magi[/i] a staff? If so, then the following applies: The save DC indicates that it is a 3rd level spell (all the other DCs are 14 + spell level). Though it's a pretty dumb 3rd level spell that does a maximum of 8 points of damage (save for half). Maybe it is a maximized, not-an-action casting time spell that does d8 in a 10-ft. radius, d6 out to 20-ft., and d4 out to 30-ft.. The not-an-action casting time would explain why all the charges could go off at once. Still a pretty dumb spell, though. And I don't know why a 1-charge retributive strike would have a 50% chance of destroying the wielder, either. Double damage I could see. Re: 510K for a staff of necromancy Funny how 510,000 gp comes to be described as "cheap," isn't it? :) I'd think that 31st level should be the minimum CL for an item that casts 16th level spells. (2 x Spell level) -1. 32 is fine, though. I don't really see any logical reason it would be higher; the way CL works for staves, it would be silly to make it any higher. [/QUOTE]
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