Rod Pricing Question

Angelsboi

First Post
Ok i have a rod i created as a ... 'relic' of sorts that a paladin has. The paladin is dead and the PCs will need to retrieve it and if they leave with it, the paladin will become a Revenant and come after them (MonF).

Rod of Elusyia Starblaze

This rod has a rather large fist-sized diamond nestled in a mithral looking bar with y shaped prong curving around it. ((OOC: Meaning hold your hand facing toward you. Now hold up your thumb, 1st and middle fingers. Now grab toward your face. See that y shape? A diamond is set into that on top of the bar.))

The rod functions as a +1 light mace. 5/day it can cast Remove Disease as 7th level Cleric; 3 /day it can nast Healing Circle as a 11th level cleric and 1 /day it can cast Restoration as a 9th level cleric.

Using the gem rules from Magic of Faerun, its priced roughly at 88,475 gp Market value. To create it was 46,738 gp.

Does this seem right?
 

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Assuming all the functions are command-word activated:

+1 light mace: 2000 gp
Remove Disease: 7 x 3 x 1800 x (5/5)= 37,800
Healing Circle: 11 x 5 x 1800 x (3/5) = 59,400
Restoration: 9 x 4 x 1800 x (1/5) = 12,960

Total price: 112,160 gp.
 

Angelsboi said:
<snip>
Using the gem rules from Magic of Faerun, its priced roughly at 88,475 gp Market value. To create it was 46,738 gp.

Does this seem right?
My estimate was around 98,000 Market Price, but either 90,000 or 100,000 gp seems to be fair to me.

Just so you know, I priced the spell abilities as all similar abilities (with healing circle as the primary ability). Then the +1 mace was priced as a non-similar ability, so doubled.

That's just how I did it. Like I said, somewhere between 90,000 and 100,000 gp seems fair. (I like round numbers, so if I were going to put a price on it, it would be one of those... maybe even 95,000).
 

they are command activated. I have my pricing list right here ...

2000 for the +1 weapon
3000 for it to be mithral

7x4x1800 for Restoration
5x3x1800 for Remove Disease
9x5x1800 for Healing Circle

Restoration is 50,400 and can be used 1/day, so divide that by 1 (50,400)

Remove Disease is 27,000 and can be used 5/day, so divide that by 1.6 (16,875)

Healing Circle is 81,000 and can be used 3/day, so divide that by 5 (16,200)

Add them all up and dont forget the 5,000 for the diamond

I get 93,475 gp market value
 

Where are you getting those divisors? By the DMG guidelines, you divide by 5 and then multiply by the number of uses in a day. That is, a 5/day power is full price, and a 1/day power is at 20% of full price.

With the numbers you're listing, a 1/day power is more expensive than the ones usable more often.
 

Your pricing method confuses me. Why does 1/day get a division by 1, 5/day a division by 1.6, but 3/day a division by 5? 1/day is normally divided by 5/1, 3/day divided by 5/3 and 5/day divided by 5/5.
 


Now that I look at it again, it looks like your costs before the multipliers are off as well.


2000 for the +1 weapon
3000 for it to be mithral
This bit is okay. Actually the 3000gp will pay for an adamantine light mace, which is better than mithral, but that's a minor quibble.


7x4x1800 for Restoration
5x3x1800 for Remove Disease
9x5x1800 for Healing Circle
Here's where you have problems. The price of an item power is based on (spell level) x (caster level) x (cost factor). You seem to have the wrong caster levels in there.

Restoration is a 4th-level spell. You specified it as cast by a Clr9. That makes it cost 9x4x1800, or 64,800. To make it usable once/day, divide by 5, giving us 12,960.

Remove Disease as cast by a Clr7 is 7x3x1800, or 37,800. At 5/day, it gets no price cut.

Healing Circle as cast by a Clr11 is 11x5x1800, or 99,000. Limiting to 3/day gives it a multiplier of 60%, or 59,400.

Total price now:
2000 (weapon)
+ 3000 (special material)
+ 12,960 (Restoration)
+ 37,800 (Remove Disease)
+ 59,400 (Healing Circle)

= 115,160
 


Angelsboi said:
+5000 diamond that allows all healing spells to be cast as 2 levels higher (Gem rules from Magic of Faerun)

Thanks!!
you'd still have to match caster levels capable of making it, the +2 would just make the spells more effective.
 

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