Magic Weapon Ability Crafting Costs


Rules Questions


I have been searching for a formula to help me figure out how to create a new ability for my campaign and have so far came up empty. I was wondering if anyone could tell me what I could use as a base for these rules.


That should depend on the ability. You can't use a generic formula to properly price all things.


ok so how would i go about figuring out what to compare it to. for instance flaming and frost properties cost the same but require different caster levels (10th for flaming and 8th for frost).

Sczarni

A generic acid test is to compare it to items that demonstrate a similar power. Use that price. If you think its a little more powerful then go higher...

An example before they actually put the 1d6 acid property in a book..such an ability would be equivilent to a flaming or frost weapon so needed to be +1 cost...and funny enough, the printed version is only a +1 cost.

Better way to get usable responses: Post what you are thinking of making as the property...then those who know the crafting RAI best can help you best.


Thank you I will differently do that since it seems the best way to get feedback. i was also kinda wondering if there was any rhyme or reason to the spells and caster levels they place on magic weapon abilities. Like the guidelines they put down for crating magic items.


The caster level is determined by the spell used for the ability, but it is not a requirement to craft the item unless it specifically says you must be caster level X.


A straight CL Requirement is extremely rare.

For example Arms&Armour Enhancement bonuses do have it as well as Cloaks of Protection...

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