| rando1000 |
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I had an idea for a flexible magic item. Instead of throwing +1 yada yada around, I can just place a tassel, meant to be tied to any melee weapon (including unarmed) that gives that weapon the +1 feature. Since this is more flexible than a standard +1 weapon (you can move it from item to item), how should I price that?
| sk8r_dan_man |
According to the magic item creation rules, a continuous magic item costs Spell level × caster level × 2,000 gp.
This item basically grants the weapon +1 as if under the effect of a magic weapon or magic fang spell. These are 1st level spells which can be cast at 1st level.
The item creation rules also state that if the spell normally lasts 1min/lvl, which magic weapon and magic fang do, then the cost is multiplied by 2.
Therefore, the cost should be 1 × 1 × 2,000 × 2 = 4,000gp
You could even make greater versions of the tassel based on greater magic weapon/greater magic fang.
These would cost a lot more, but you could get more powerful versions of them also.
Greater magic weapon/fang are 3rd level spells available at 5th level, and have a duration of 1hr/lvl. They also grant more than +1 at higher caster levels.
Therefore the costs should be as follows.
3 × 5 × 2,000 × 1 = 30,000gp for +1
3 × 8 × 2,000 × 1 = 48,000gp for +2
3 × 12 × 2,000 × 1 = 72,000gp for +3
3 × 16 × 2,000 × 1 = 96,000gp for +4
3 × 20 × 2,000 × 1 = 120,000gp for +5
The enhancement bonus from the tassel would only stack with weapon enhancements already on the weapon up to a max of +5, and also wouldn't help for bypassing DR, according to how greater magic weapon/fang work. You didn't mention it, but you could even stick the tassel on a quiver to grant the enhancement bonus to ammunition or thrown weapons in the quiver. Just remember that the enhancement on ammo doesn't stack with enhancement on a bow/crossbow; only the higher bonus applies.
This ultimately costs a lot more than just enchanting the weapon, but I suppose that's the price you pay to be able to apply it to any weapon. However, if you had a +1 weapon with a lot of other abilities you could stick a +4 tassel on it and ultimately save money on a +10 equivalent weapon, or even have it like a +14 weapon (+1 weapon enhancement, +9 in abilities, +4 enhancement from tassels).
That might seem a bit overpowered, but it really only mimics what an existing spell, and even various class abilities, can already do; and for a hefty cost.
Diego Rossi
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A magic item should be priced FIRST comparing it to existing magic items.
There is a magic item that allow you to add the throwing ability to a weapon? Yes, the throwing special ability.
What it cost? Depend on the other abilities of the weapon. From a minimum of 6.000 gp if added to a +1 weapon to a maximum of 38.000 gp if added to a weapon with a total of +9 in its abilities (note that you can never increase a weapon ability over +10, even wen the added abilities come from a source outside the weapon, like the magus Arcane pool abilities).
As your tassel could be applied to any weapon, up and included a +9 weapon, its price should be 38.000 gp. if you are the GM you can feel reasonable to add a discount, but it should cost at least 12.000 gp (6.000 gp for adding a +1 ability to a +1 weapon and a x2 multiplier as it is slotless).
Rule citation from the Ultimate Campaign book:
Pricing New ItemsThe correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.
ryric
RPG Superstar 2011 Top 32
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Diego, I don't think the OP was referring specifically to the throwing weapon property, just wanting an item that could be affixed to any weapon to make it +1. Let us call it a "materia" if you will. :P
Obviously we should be talking more than 2000gp, as this effect is generally better than an actual +1 weapon. I think 4000gp does sound like a good price - it's like a "slotless" version of a weapon enhancement. Of course you could buy a lot(80!) of oil of magic weapon at that price.
I don't think the higher +s are a good idea; get a wand of greater magic weapon at that point. At 20th caster level each use lasts 20 hours anyway.
Or, since you're playing with custom items, and therefore houserules, anyway, do what my group does. Allow characters with the appropriate item creation feats to take stuff apart for its components. Then you can just turn your found treasure into stuff you actually want given time.
Diego Rossi
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ryric wrote:Diego, I don't think the OP was referring specifically to the throwing weapon property...Yes, sorry for imprecise language. I meant "placing +1 item yada yada" and use "throwing around" to indicate that normally one would place such items relatively often.
It is still unclear. You want a item that make a normal weapon +1 or a item that add a +1 to a weapon that is already enchanted?
A item that give a +1 to a normal weapon and don't stack with preesisting enhancement should cost:
2.000 gp for the +1 (like a +1 weapon) with a x2 multiplier as it is slotless and removable.
So a total of 4.000 gp.
| Lord Pendragon |
However, if you had a +1 weapon with a lot of other abilities you could stick a +4 tassel on it and ultimately save money on a +10 equivalent weapon, or even have it like a +14 weapon (+1 weapon enhancement, +9 in abilities, +4 enhancement from tassels).As Diego mentioned, this isn't possible. A weapon can never hold enchantments above +10.
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.
| Mudfoot |
For an Enhancement item (no stacking), I'd just double the normal +1 cost, so 4000gp. For something that stacks, it would be Substantially More.
You might want to consider Cold Iron in this, as such things cost double to enchant. If this device works on Cold Iron too, the price needs to go up, maybe to 5000.
Also consider missiles. I'd rule that it can't go on ammo (it would fall off or interfere with flight), but the bow would be OK.