Post by tetramorph on Oct 23, 2015 16:37:22 GMT -5
I love the Judges Guild and the Ready Ref Sheets. But they always seem busy to me, too much stuff, too hard to find what I am looking for. And I am realizing that, wherever possible, I prefer formulae to tables. Probably just a taste thing.
So here is my re-do for how to formulate the cost of enchanting magic items. I wanted to make it easy to use, fairly close to the examples in M&M, easy to get the "feel" for it, while at the same time making high-powered items still fairly astronomical in expense (both in time and cost) for the average PC.
Please let me know what you think.
So here is my re-do for how to formulate the cost of enchanting magic items. I wanted to make it easy to use, fairly close to the examples in M&M, easy to get the "feel" for it, while at the same time making high-powered items still fairly astronomical in expense (both in time and cost) for the average PC.
Please let me know what you think.
Enchantment Expenses in Time and Cost
A magic-user may work simultaneously on a number of items equivalent to the magic-user's level. A magic-user may inscribe a number of spells on any given scroll equivalent to the magic-user's level. Any given scroll counts as a single project. A scroll may hold up to seven spells. Every two spells inscribed therein count as an additional project. So, a single scroll with only one spell counts as only one project. An eleventh level magic-user could work on one scroll with up to seven spells inscribed together counting as five projects. The magic-user could simultaneously work on six other projects. Work does not have to be continuous. A magic-user could leave a project for adventure and return to it again, not counting the time away. Any time away counts as at least one week. A magic-user may hire and train alchemists to work on one project, each. Alchemist's may continue a magic-user's personal project while the magic user is away.
All costs listed below represent that of hiring the services of a MU. Assuming a basic 100% mark-up, halve all costs for MU personal use or to determine profit for MU from the sale of an enchanted item.
Magic merchandise may retail for an additional mark-up from 50-100%, depending upon what the market will bear.
In all of the below cases, speed in time may be purchased by increase in expenditure, and vice versa.
Scrolls
Time: lvl # = # weeks
Cost: lvl(lvl)(100) = total gp
MU may only produce scrolls from known memorizable spells or for the four protection types: lycanthropes, undead, elementals, magic.
Potions
Time: as per scrolls, above
Cost: lvl(lvl)(250) = total gp
Determine spell level by identity with or clear similarity to a listed spell. When no such similarity exists, assume level 7, or higher, at referee’s discretion, e.g., dice 1d3+6, etc.
Items
Items include any enchanted object, e.g., rings, wands, staves, etc.
In general, per charge, the expense of enchanting an item with a spell of a given level takes time as per scrolls.
Cost:
Lvl(lvl)(500) = total gp
Determine spell level as per potions, above. Characters may choose to invest the equivalent of 10 charges and deploy an item’s affect indefinitely but only once, daily.
Armor and Weapons
+1
Time: 8 weeks (2 months)
Cost: 2,000
+2
Time: 16 weeks (4 months)
Cost: 4,000
+3
Time: 48 weeks (12 months / 1 year)
Cost: 12,000
Magic Swords
To grant a +1 sword an additional bonus against a specific target, add the expense in time and cost for that bonus in addition to the expense of the first bonus. For a flaming sword, calculate additional expense in time and cost as per imbuing a fireball spell into an item. Treat a life-energy-draining sword as a +3 chaotic sword in terms of expense in time and cost. To imbue with wishes, the first 2 cost 10 weeks and 10,000 gp, each additional wish demands double the previous investment, up to 8 total (640 weeks/12 years, 640,000gp).
Sword will always be the alignment of its creator.
Invest in intelligence equivalent to number of weeks at the cost of 1,000 per week. Roll for random abilities and, when applicable, languages. To purchase a specific ability or language add an additional week and 1,000 gp for the first specific choice, each additional choice doubles in expense from the previous in both time and cost. Note: the only way to purchase an extraordinary ability is to grant the sword an intelligence score of 12. Choose a particular extraordinary ability at the cost of reaching an intelligence score of 12, again.
A sword imbued with intelligence eventually develops an ego. From an intelligence score of 7 and upwards, roll 2d6 for ego, -2 for an intelligence score of 7, -1 for 8, no modification for 9, +1 for 10, +2 for 11, +3 for 12. The ego score will never fall below 2 or go above 12.
To imbue a sword with an express purpose, you must invest in intelligence and ego scores of 12, respectively. After investing in a 12 intelligence score, roll for starting ego score (2d6+3). A score of 12 indicates the sword will receive its creator’s commanded express purpose. Any score less than 12 must be increased to 12. This will take a number of weeks equivalent to the necessary raise in score and will cost 1,000 per week.
A magic-user may work simultaneously on a number of items equivalent to the magic-user's level. A magic-user may inscribe a number of spells on any given scroll equivalent to the magic-user's level. Any given scroll counts as a single project. A scroll may hold up to seven spells. Every two spells inscribed therein count as an additional project. So, a single scroll with only one spell counts as only one project. An eleventh level magic-user could work on one scroll with up to seven spells inscribed together counting as five projects. The magic-user could simultaneously work on six other projects. Work does not have to be continuous. A magic-user could leave a project for adventure and return to it again, not counting the time away. Any time away counts as at least one week. A magic-user may hire and train alchemists to work on one project, each. Alchemist's may continue a magic-user's personal project while the magic user is away.
All costs listed below represent that of hiring the services of a MU. Assuming a basic 100% mark-up, halve all costs for MU personal use or to determine profit for MU from the sale of an enchanted item.
Magic merchandise may retail for an additional mark-up from 50-100%, depending upon what the market will bear.
In all of the below cases, speed in time may be purchased by increase in expenditure, and vice versa.
Scrolls
Time: lvl # = # weeks
Cost: lvl(lvl)(100) = total gp
MU may only produce scrolls from known memorizable spells or for the four protection types: lycanthropes, undead, elementals, magic.
Potions
Time: as per scrolls, above
Cost: lvl(lvl)(250) = total gp
Determine spell level by identity with or clear similarity to a listed spell. When no such similarity exists, assume level 7, or higher, at referee’s discretion, e.g., dice 1d3+6, etc.
Items
Items include any enchanted object, e.g., rings, wands, staves, etc.
In general, per charge, the expense of enchanting an item with a spell of a given level takes time as per scrolls.
Cost:
Lvl(lvl)(500) = total gp
Determine spell level as per potions, above. Characters may choose to invest the equivalent of 10 charges and deploy an item’s affect indefinitely but only once, daily.
Armor and Weapons
+1
Time: 8 weeks (2 months)
Cost: 2,000
+2
Time: 16 weeks (4 months)
Cost: 4,000
+3
Time: 48 weeks (12 months / 1 year)
Cost: 12,000
Magic Swords
To grant a +1 sword an additional bonus against a specific target, add the expense in time and cost for that bonus in addition to the expense of the first bonus. For a flaming sword, calculate additional expense in time and cost as per imbuing a fireball spell into an item. Treat a life-energy-draining sword as a +3 chaotic sword in terms of expense in time and cost. To imbue with wishes, the first 2 cost 10 weeks and 10,000 gp, each additional wish demands double the previous investment, up to 8 total (640 weeks/12 years, 640,000gp).
Sword will always be the alignment of its creator.
Invest in intelligence equivalent to number of weeks at the cost of 1,000 per week. Roll for random abilities and, when applicable, languages. To purchase a specific ability or language add an additional week and 1,000 gp for the first specific choice, each additional choice doubles in expense from the previous in both time and cost. Note: the only way to purchase an extraordinary ability is to grant the sword an intelligence score of 12. Choose a particular extraordinary ability at the cost of reaching an intelligence score of 12, again.
A sword imbued with intelligence eventually develops an ego. From an intelligence score of 7 and upwards, roll 2d6 for ego, -2 for an intelligence score of 7, -1 for 8, no modification for 9, +1 for 10, +2 for 11, +3 for 12. The ego score will never fall below 2 or go above 12.
To imbue a sword with an express purpose, you must invest in intelligence and ego scores of 12, respectively. After investing in a 12 intelligence score, roll for starting ego score (2d6+3). A score of 12 indicates the sword will receive its creator’s commanded express purpose. Any score less than 12 must be increased to 12. This will take a number of weeks equivalent to the necessary raise in score and will cost 1,000 per week.