
Koraxs |
Hi.
Help me please to calculate value of next item (non-official homeplay)if I understand value wrong...
Amulet that have next properties
1) Effect = +2 ability bonus (morale).
I think it cost like example with enhancement bonus = Bonus squared x 1,000 gp.
2*2*1000 gp. = 4000 gp.
2) Spell Effect - continious
Calc: Spell level (2) x caster level (3) x 2,000 gp. = 12000 gp.
This continuous item has an effect based on a spell with a duration measured in rounds, so multiply the cost by 4.
Finale cost = 48000 gp.
3) Special (Charges per day = 1 charge).
Finale cost from 2) divide by (5 divided by charges per day) = 5/1.
48000/5/1 = 9600 gp.
Total value will be: 4000+9600=13600 gp.
I'm right?

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Hi.
Help me please to calculate value of next item (non-official homeplay)if I understand value wrong...Amulet that have next properties
1) Effect = +2 ability bonus (morale).
I think it cost like example with enhancement bonus = Bonus squared x 1,000 gp.
2*2*1000 gp. = 4000 gp.2) Spell Effect - continious
Calc: Spell level (2) x caster level (3) x 2,000 gp. = 12000 gp.
This continuous item has an effect based on a spell with a duration measured in rounds, so multiply the cost by 4.
Finale cost = 48000 gp.3) Special (Charges per day = 1 charge).
Finale cost from 2) divide by (5 divided by charges per day) = 5/1.
48000/5/1 = 9600 gp.Total value will be: 4000+9600=13600 gp.
I'm right?
First of all, there is no 'right' answer: Custom Magic Items are more of an art than a science and should generally be avoided.
Source
PRPG Core Rulebook pg. 549
...
Is the entire effect of this amulet a 'continuous +2 ability bonus (morale)'? If so, you should only use one of your steps instead of all three.
1) A morale stat bonus is effectively a lot more valuable than a common enhancement bonus because you can stack them together to bypass the exponential pricing formulas. Combined with putting a stat bonus in a non-standard item slot (so you can wear both at the same time) immediately pushes this item into the 'probably abusive' range. Personally, I wouldn't want to allow non-enhancement stat bonuses from items.
Given this bonus will stack with a belt/headband, I'd be tempted to start with the pricing structure used for Crimson Sphere (Normal) Ioun Stone where the each stone is priced as one-third of a +6 item instead of as a single +2 item.
The basic idea here is that this item should never be cheaper than upgrading your headband/belt by +2.
*yes, there are no '+8 enhancement bonuses to stats' items: I'm just extrapolating the 'bonus squared x 1,000g' formula.
2) Pricing continuous spell effects is notoriously bad: You generally need to determine the price based on the specific effect of the spells, not their spell level.
If you are just using a 2nd level spell to get your +2 morale bonus, then this does not apply as it is already 'paid for' in step 1. If you want the amulet to have another continuous effect based on a level 2 spell, you should price it based on the effect of that spell instead.
3) I'm really not certain what you are doing in this step: Is there a separate spell the amulet can cast once per day? If this is part of the 'morale bonus' pricing, it doesn't really seem to apply to this item.

OmniMage |
Hi.
Help me please to calculate value of next item (non-official homeplay)if I understand value wrong...Amulet that have next properties
1) Effect = +2 ability bonus (morale).
I think it cost like example with enhancement bonus = Bonus squared x 1,000 gp.
2*2*1000 gp. = 4000 gp.
A non-enhancment bonus would be more expensive than a enhancement bonus. However, I don't know the numbers you should be using though. If you can find a similar item, then maybe you or we could reverse engineer it.
2) Spell Effect - continious
Calc: Spell level (2) x caster level (3) x 2,000 gp. = 12000 gp.
This continuous item has an effect based on a spell with a duration measured in rounds, so multiply the cost by 4.
Finale cost = 48000 gp.3) Special (Charges per day = 1 charge).
Finale cost from 2) divide by (5 divided by charges per day) = 5/1.
48000/5/1 = 9600 gp.Total value will be: 4000+9600=13600 gp.
I'm right?
Umm. No. You shouldn't be mixing continuous with charges per day. A continuous effect works all day (hence the multiplier for spell duration), while charges allows you to use a spell a finite number of times per day.
You can mix charges with command word though. It'd be cheaper, perhaps cheap enough that you can afford to do without charges.
By the way, is the morale bonus to an ability score related to the spell used? Some context would be handy.

zza ni |

Koraxs wrote:Hi.
Help me please to calculate value of next item (non-official homeplay)if I understand value wrong...Amulet that have next properties
1) Effect = +2 ability bonus (morale).
I think it cost like example with enhancement bonus = Bonus squared x 1,000 gp.
2*2*1000 gp. = 4000 gp.A non-enhancment bonus would be more expensive than a enhancement bonus. However, I don't know the numbers you should be using though. If you can find a similar item, then maybe you or we could reverse engineer it.
Koraxs wrote:
2) Spell Effect - continious
Calc: Spell level (2) x caster level (3) x 2,000 gp. = 12000 gp.
This continuous item has an effect based on a spell with a duration measured in rounds, so multiply the cost by 4.
Finale cost = 48000 gp.3) Special (Charges per day = 1 charge).
Finale cost from 2) divide by (5 divided by charges per day) = 5/1.
48000/5/1 = 9600 gp.Total value will be: 4000+9600=13600 gp.
I'm right?
..
By the way, is the morale bonus to an ability score related to the spell used? Some context would be handy.
from the top of my head id say rage for +2 con and str
how about have an item work like ring of invisibility but only change the spell into rage?the ring has requirement that set the cl to 3rd and spell level of 2. this will have 5th cl and 3rd spell level. so i'd say
{(20,000)/(2X3)} X{(3x5) = 50,000 .don't think changing form ring to amulet will change much
(didn't take duration into account though or a having a bard doing the casting to keep it 2nd level spell)

glass |
The OP is a little unclear; is the +2 strength the only effect or are there others. If the former, what are calculations two or three all about? And if not, what are the additional effects to go with those calculations?
Anyway, ignoring any possible other effects and just pricing continuous +2 morale bonus to Strength. My initial instinct is don't. Off-type stat bonuses can get very broken very fast.
That said, zza ni is right to point to the rage spell as a precedent, so it is not completely off type. With that in mind, it might be OK as long as it was expensive. I think the approach of considering the difference between a +6 item and a hypothetical +8 is the right place to start. However, there is the issue that +8 items do not actually exist, and also the issue that this is in the wrong slot for stat bonuses. And finally IIRC morale bonuses can interact with other effects in beneficial ways.
Therefore, if I was going to include this item at all I would price it at double a +8 minus a +6, or 128k - 36k = 92k. Although it seems pricey, I would not reduce it but I might throw on some ribbon abilities to lessen the sticker shock.
_
glass.

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1) Effect = +2 ability bonus (morale).
I think it cost like example with enhancement bonus = Bonus squared x 1,000 gp.
2*2*1000 gp. = 4000 gp.
That's the cost for an enhancement bonus, but as others have said there are very good balance reasons why the CRB only prices enhancement bonus to ability score items. I wouldn't allow this. If it was allowed, at a minimum it should have another multiplier applied, somewhere between x2 and x4. (For being a non-enhancement bonus and for being a non-belt slot - stacking with a belt.) No "fixed rule" for this.
2) Spell Effect - continious
Calc: Spell level (2) x caster level (3) x 2,000 gp. = 12000 gp.
This continuous item has an effect based on a spell with a duration measured in rounds, so multiply the cost by 4.
Finale cost = 48000 gp.3) Special (Charges per day = 1 charge).
Finale cost from 2) divide by (5 divided by charges per day) = 5/1.
48000/5/1 = 9600 gp.
This part doesn't make sense. Is your item providing an effect that lasts all day, or is it something you can use once per day for 3 rounds? If it's continuous, the price is 48,000 gp. If it's command word activated once per day the cost is 2,160 gp (2x3x1800/5).
Maybe you meant that it was use-activated? That it can be used once per day but only as part of doing something else? (Like a sword that can cause an effect when you hit someone.) If so, then you priced it correctly for a once-per-day item.
Total value will be: 4000+9600=13600 gp
Also, you seem to have missed the multiplier for multiple abilities on the same item. The most expensive ability is regular price. Each additional ability gets multiplied by 1.5 before you add them all together.