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In the case of crafting magic items, armor, and weapons, the rules state that "the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard)." To me, that says that you can't use a scroll or other source to cast the spells needed to make magic equipment, which was a pretty common practice in v.3.5. Was that an intended change?
Also for "Adding New Abilities", pg 147, "The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword." Is that example accurate?
A +2 vorpal longsword has a total bonus of +7, costing a total of 98,000 (7-squared=49 x 2000) + 315 for the masterwork sword = 98,315 gp.
A +1 longsword costs 2,315gp (1 x 2000gp) + 315 to make.
By the formula presented in the example above, the new ability would cost 96,000gp.
But creating a +1 vorpal longsword (i.e., adding the property to a masterwork longsword--as though it was not magical) would cost 72,000 gp (6-squared=36 x 2000).
Either I've completely misundertood something or the example doesn't make sense. I'd appreciate an assist on this one.

Maezer |
The total cost to upgrade an item is the same as if you did the entire enchantment at once.
For example.
You have MW longsword.
1) add +1 enhancement bonus. cost 2000
Use sword over several adventures.
2) and flaming property. cost 6000
Use sword over several adventures.
3) add ghost touch property. cost 10000
or
1) add +1 enchancement, flaming, and ghost touch to said longsword in one session. cost 18000.
Either way it costs 18000 to get the +1 flaming ghost touch longsword. There is no additional fee (or discount) for upgrading an item compared to comissioning it from scratch.

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Either way it costs 18000 to get the +1 flaming ghost touch longsword. There is no additional fee (or discount) for upgrading an item compared to comissioning it from scratch.
Okay...so my mistake was in adding the bonuses together before squaring them.
Instead of ((2 + 5 = 7)-squared x 2000) it would be ((1 x 2000)+(2-squared x 2000) + (5-squared x 2000) = 55,000.
Thus, raising the bonus to +2 and the vorpal ability to a +1 longsword really would cost 53,000, which is the same as the price of the +2 vorpal longsword minus the cost of the +1 longsword.
Thanks, Meazer!

Trychydts |
In the case of crafting magic items, armor, and weapons, the rules state that "the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard)." To me, that says that you can't use a scroll or other source to cast the spells needed to make magic equipment, which was a pretty common practice in v.3.5. Was that an intended change?
Acutally it's not a change. For instance, in p286 of DMG 3.5 you can read just the same.

hogarth |

Okay...so my mistake was in adding the bonuses together before squaring them.Instead of ((2 + 5 = 7)-squared x 2000) it would be ((1 x 2000)+(2-squared x 2000) + (5-squared x 2000) = 55,000.
Thus, raising the bonus to +2 and the vorpal ability to a +1 longsword really would cost 53,000, which is the same as the price of the +2 vorpal longsword minus the cost of the +1 longsword.
Thanks, Meazer!
You still have the math mixed up:
Non-magical sword to +1 sword --> 2,000 gp
+1 sword to +2 sword --> 6,000 gp
+2 sword to +2 vorpal sword (+7 equiv.) --> 90,000 gp
Cost of a +2 vorpal sword (+7 equiv.) made from scratch --> 98,000 gp [+ a non-magical mwk sword]
In your first post, you were using the price of a +1 vorpal sword (72K gp) in one case and a +2 vorpal sword (98K gp) in the other.

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Okay...helps if I read the right section of the rulebook. I obviously haven't had many characters create magic items.
I completely missed the existence of the table showing base prices for magic weapons and was going with the guidelines for estimating magic weapon costs. The makes things much easier and I see how they did the math, now.
Thanks for setting me straight, folks!

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In the case of crafting magic items, armor, and weapons, the rules state that "the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard)." To me, that says that you can't use a scroll or other source to cast the spells needed to make magic equipment, which was a pretty common practice in v.3.5. Was that an intended change?
It was never that way in 3.5. For such items you had to be continually casting those spells during construction. The farthest I'd allow would be to have the creator seek the help of another caster who could handle that spell and keep them both out of commission during the crafting process.

CastleMike |

It was never that way in 3.5. For such items you had to be continually casting those spells during construction. The farthest I'd allow would be to have the creator seek the help of another caster who could handle that spell and keep them both out of commission during the crafting process.
I disagree it was implied that most spells were being cast daily for each 1,000 gp market price of casting, but checking the spells that require expensive material components or experience points used in crafting it easy to see that standard was not applied.

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LazarX wrote:I disagree it was implied that most spells were being cast daily for each 1,000 gp market price of casting, but checking the spells that require expensive material components or experience points used in crafting it easy to see that standard was not applied.It was never that way in 3.5. For such items you had to be continually casting those spells during construction. The farthest I'd allow would be to have the creator seek the help of another caster who could handle that spell and keep them both out of commission during the crafting process.
If you make a wand of stoneskin then yes you had to have had material components for fifty castings of the spell.

CastleMike |

If you make a wand of stoneskin then yes you had to have had material components for fifty castings of the spell.
Yes that is correct for a wand of stoneskin but we were discussing permanent item enchantments in the last several posts. Now is that standard applied to all permanent magical items at 1,000 gp market crafting costs with daily castings for enchantment?

CinnamonPixie |

LazarX wrote:
If you make a wand of stoneskin then yes you had to have had material components for fifty castings of the spell.Yes that is correct for a wand of stoneskin but we were discussing permanent item enchantments in the last several posts. Now is that standard applied to all permanent magical items at 1,000 gp market crafting costs with daily castings for enchantment?
If they're not changing the mechanics from the DMG/SRD, yes. On pg. 288 of the DMG it says (this is under Wondrous items) that you do cast the spell daily and that the spell slot for the spell is used in the work on the item. The only time you pay the gp or xp costs for the components is if the item will actually trigger/activate the spell.
Meaning a belt of Giant's Strength will require you to cast Bull's Strength daily, but since the item won't actually allow the wearer to use the spell at all it won't cost the material components costs (in gp or xp) for the spell - I know that this is not a great example, as I don't think Bull's Strength has any costly material components to it; but pretend it does for this example (since it doesn't matter anyway).
But say, for example, that Mage Hand had a material component of some sort costing 10gp to cast. The woundrous item "Hand of the Mage" would cost 500gp in material costs to create since the item allows the user to use the spell Mage Hand at will. (And, I know that Mage Hand has no material component... Just pretend... I couldn't think of an item that fit the example(s) off the top of my head.)

Stewart Perkins |

So sort of off topic but on, as I understand it to make magic items now you just need the Feats, spells, components, and money? No craft points, no xp, etc? I've ben trying to find the magic item rules in the beta and I just can't seem to find anything outside of the aforementioned stuff.... Any word?

Kharis2000 |

I recall that something was mentioned in the Alpha Playtest about it. Something to the effect that there was no experience cost, and to adjust the gold piece cost by X amount per Y experience (or something like that). Anyone else recall that, or is my mind playing tricks on me?

Sprith |

right, the only change in crafting from 3.5 to PF is that there is no longer any xp requirements for crafting items. Theres a sidebar on the beta phb page 205 explaining it.
Instead of xp costs, they will now use additional gp cost of
5*(previous xp cost)
I this is actually very poorly reflected in their magic item costs.
example:
SRD Manual of Bodily Health +1 Costs(27,500) to create(1,250 + 5,100XP)
PF Manual Costs(27,500) to create(13,750).
If you tried figuring the PF cost to create based on XP*5 then itd just be way too much. So in terms of creating magic items, just figure the market price in gold and divide by half seems to be their decided way.

DrGames |

The total cost to upgrade an item is the same as if you did the entire enchantment at once.
Wow! Fantastic post!
Are there any on-line resources for generating magic items?
Go to The original Dr. Games Site.
In service,
Rich

Majuba |

right, the only change in crafting from 3.5 to PF is that there is no longer any xp requirements for crafting items. Theres a sidebar on the beta phb page 205 explaining it.
Instead of xp costs, they will now use additional gp cost of
5*(previous xp cost)
This is not so. Page 205 explains the change in *spell casting* costs that were xp. They are now 5x in gold instead. This has no application to magic item creation, which has simply had the xp cost removed completely.
As for more detailed questions - the in-depth Magic Item crafting rules have not been released yet. The costs/time/etc are detailed in the crafting feats, but no pricing schemes or spells needed info is in print.
In this example:
I this is actually very poorly reflected in their magic item costs.
example:
SRD Manual of Bodily Health +1 Costs(27,500) to create(1,250 + 5,100XP)
PF Manual Costs(27,500) to create(13,750).
You can see that the cost to create is exactly half of the market price (13750 x 2 = 27500). This specific example is actually is a slight problem, as the Manuals and Tomes cost quite a bit less to do stat increases than the Wish spell (at 25gp/wish).
It could be re-written as (1250gp + 25000gp) cost, still with a Market price of 27000 (as material component costs are not doubled when setting the price).