Is this a reasonable price for this item?


Advice

Scarab Sages

Stone of travel

Aura strong conjuration; CL 15th; Slot None; Price 132,300 gp; Weight —

DESCRIPTION

This semiprecious stone typically an amythest or topaz has been enchanted to allow the bearer to travel to far off places. It has 4 charges per day that can be used to cast either plane shift or greater teleport when the correct command word is uttered. Care should be taken when travelling to other planes as any protection against hostile environments need to be provided separately.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells plane shift, greater teleport; Cost 132,300 gp.

The rules if I handled them correctly would price this at easily 2 to 3 times this price but I'm not sure its worth that much given other items usually are 30-60k for planeshift so I doubled that for the 2 spells. As well as posting this in advice not rules I just want to know if I've picked a reasonable price for this item?


Could you show your math? My estimates are as follows:

Plane Shift (5th level spell)
5 * 9 * 1800 gp = 81000; / 5 * 4 = 64800

Greater Teleport (7th level spell)
7 * 13 * 1800 gp = 163800; / 5 * 4 = 131040

I reduced the price of plane shift to 75% since it uses the same charges as greater teleport (much like a staff), so its now 48600 gp. The grand total is 179640 gp. Probably best to round up to 180000 gp for a clean number.

I've compared this magic item to one other magic item. The closest match I can think of is the amulet of the planes, which has unlimited charges, but you must make a DC 15 Intelligence check to arrive on the correct plane at the desired location. One could argue that amulet of the planes is the superior magic item. It is 2/3rds the price of what my math got.

Oh right, I forgot to increase the price of the magic item by 2 for being slotless. 360000 gp.

Shadow Lodge

OmniMage wrote:

Could you show your math? My estimates are as follows:

Plane Shift (5th level spell)
5 * 9 * 1800 gp = 81000; / 5 * 4 = 64800

Greater Teleport (7th level spell)
7 * 13 * 1800 gp = 163800; / 5 * 4 = 131040

I reduced the price of plane shift to 75% since it uses the same charges as greater teleport (much like a staff), so its now 48600 gp. The grand total is 179640 gp. Probably best to round up to 180000 gp for a clean number.

I've compared this magic item to one other magic item. The closest match I can think of is the amulet of the planes, which has unlimited charges, but you must make a DC 15 Intelligence check to arrive on the correct plane at the desired location. One could argue that amulet of the planes is the superior magic item. It is 2/3rds the price of what my math got.

Oh right, I forgot to increase the price of the magic item by 2 for being slotless. 360000 gp.

The Caster Level for both spells should be 15, so you are under-pricing it a bit.

So, Greater Teleport pricing is actually:
+ 7 (spell level)
x 15 (caster level)
= 105
x 1,800 (Command Word activation)
= 189,000
x 4/5 (4 charges per day)
= 151,200
x 2 (un-slotted item)
= 302,400g formula result for Greater Teleport only

Applying these same formulas to the Helm of Teleportation, I'm coming up with 48,600 vs the actual price of 73,500, which seems to indicate that Teleportation might actually be valued significantly (+50%) above the formula results...

I'm not even looking at Plane Shift right now, which I agree should probably use the 75% 'staff' pricing adjustment.


Why caster level 15? Isn't the minimum caster level 13 for a 7th level spell?

Do both spells need the same caster level? I know all staff spells on a staff need the same caster level, but is it the same for wondrous items?

Shadow Lodge

OmniMage wrote:

Why caster level 15? Isn't the minimum caster level 13 for a 7th level spell?

Do both spells need the same caster level? I know all staff spells on a staff need the same caster level, but is it the same for wondrous items?

The OP's post specifically gave the item a caster level of 15.

Senko wrote:

...

Aura strong conjuration; CL 15th; Slot None; Price 132,300 gp; Weight —
...

I don't recall ever seeing an item with differing caster levels for different abilities, so I'd think they have to be the same (the caster level of the item itself, or 15 in this case). If you want different caster levels, you'd probably have to create separate items...

Now for the Plane Shift pricing,
+ 5 (Spell Level)
x 15 (Caster Level)
= 75
x 1,800 (Command Word Activation)
= 135,000
x 4/5 (4 charges per day)
= 108,000
x 2 (un-slotted item)
= 216,000
x 0.75 ('second spell on a staff' adjustment)
= 162,000g Formula result for Plane Shift as a Second Spell
+ 302,400g Formula result for Teleport, Greater as Primary Spell
= 464,400g Formula result for proposed 'Stone of Travel'

Items that cast high level spells several times per day just ain't gonna be cheap: Keep in mind that four scrolls of Teleport, Greater (CL 15) would retail for 10,500g and this item can duplicate that effect (without needing a high level caster to use) every single day...


Taja the Barbarian wrote:

Applying these same formulas to the Helm of Teleportation, I'm coming up with 48,600 vs the actual price of 73,500, which seems to indicate that Teleportation might actually be valued significantly (+50%) above the formula results...

Your math looks correct, but I think the 50% increase in value is because you're using helm of teleportation instead of boots of teleportation. The helm has a 50% increase because it is in a non-affinity slot (travel) for its power.

I think your example is probably fair without me breaking everything down in a long-winded post that probably would only deviate a few thousand gold pieces from yours at best. This item will definitely be expensive, since it's greater teleport instead of regular teleport and has more charges per day than the boots. That's without adding plane shift, even accounting for a 'staff discount' from sharing the charges.

The fact that it's slotless isn't always an issue, but in this case it definitely is, since it mimics an item that is typically slotted (boots), so that's gonna double the cost for sure.

Shadow Lodge

Pizza Lord wrote:
Taja the Barbarian wrote:

Applying these same formulas to the Helm of Teleportation, I'm coming up with 48,600 vs the actual price of 73,500, which seems to indicate that Teleportation might actually be valued significantly (+50%) above the formula results...

Your math looks correct, but I think the 50% increase in value is because you're using helm of teleportation instead of boots of teleportation. The helm has a 50% increase because it is in a non-affinity slot (travel) for its power.

I think your example is probably fair without me breaking everything down in a long-winded post that probably would only deviate a few thousand gold pieces from yours at best. This item will definitely be expensive, since it's greater teleport instead of regular teleport and has more charges per day than the boots. That's without adding plane shift, even accounting for a 'staff discount' from sharing the charges.

Ah, that does sound about right: The boots are priced just very slightly above the formula values (49k vs 48.6k), which probably is just the developers rounding up to the next thousand gold...


I used a lower caster level because I didn't think CL 15 was a requirement. CL 13 would be min CL for this magic item.

I suppose all spells having the same level would reduce confusion. Never thought about it much. Wished the devs included it in the crafting rules.

Quote:
Applying these same formulas to the Helm of Teleportation, I'm coming up with 48,600 vs the actual price of 73,500, which seems to indicate that Teleportation might actually be valued significantly (+50%) above the formula results...

I recall an old rule that inappropriate abilities for slotted magic items cost 50% more. I double checked the 3.5 DMG and it literally uses the helm of of teleport as an example. Its on p. 288.


While I'm thinking about it, do slot affinities apply to magic rings? I think no as magic rings seem to have nearly any kind of power. In fact, the 3.5 DMG mentioned this applies to wondrous items, nothing about rings, arms and armor, or rods.

The Exchange

The price is too low. Both using the math (as shown above) and using the prime rule for item pricing.

Ultimate Campaign wrote:
The correct way to price an item is by comparing its abilities to similar items in the Core Rulebook (see Magic Item Gold Piece Values on page 549 of the Core Rulebook), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item.

An amulet of the planes is 120,000 gp, uses a magic item slot, and has a required intelligence check that isn't a "gimme," even for a high-level wizard. The plane shift ability alone as an unslotted item should cost 240,000. Your item does have a number of charges per day but doesn't have the mishap chance that the amulet does so I'd say those would roughly cancel each other out.

There are a number of items (both published and homebrewed) whose "correct" price is too high for anyone to realistically ever buy them. If you are the GM, make the price whatever works for your story. How much of your players' wealth do you want them to have to spend?

The Exchange

OmniMage wrote:
While I'm thinking about it, do slot affinities apply to magic rings? I think no as magic rings seem to have nearly any kind of power.

PF1 does not have many explicitly defined slot affinities. Page 172 of Ultimate Campaign mentions that some abilities are assigned to certain slots, but the only examples given are: belts for physical ability scores, boots for movement, and headbands for mental ability scores. Other than that it says "look for a trend in the CRB" but leaves it up to the individual GM/group to decide what constitutes a trend.

Long-winded way of saying: Any answers given in this thread will be argued about ad nauseum.


Belafon wrote:
Long-winded way of saying: Any answers given in this thread will be argued about ad nauseum.

Maybe such thoughts should be saved for another thread then. One where all the questions have been thoroughly thought out.

Shadow Lodge

On a side note, the Helm and Boots of Teleportation both seem under-powered compared to the actual teleport spell:

Teleport wrote:

Source PRPG Core Rulebook pg. 358

...
Description
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
...

Source Ultimate Equipment pg. 244, PRPG Core Rulebook pg. 518

Aura moderate conjuration; CL 9th
Slot head; Price 73,500 gp; Weight 3 lbs.
Description
A character wearing this helm may teleport three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.
...

The helm's teleportation effect appears to be 'personal' and can't include the three additional medium creatures that the caster level should allow.

Source Ultimate Equipment pg. 228, PRPG Core Rulebook pg. 504

Aura moderate conjuration; CL 9th
Slot feet; Price 49,000 gp; Weight 3 lbs.
Description
When scrutinized closely, parts of these light gray boots appear to fade in and out of existence. Any character wearing this footwear may teleport three times per day, exactly as if she had cast the teleport spell.
...

The boots are more vague, but stating 'the character may teleport' sounds like you can't take the three additional medium creatures that the Caster Level should allow...

Scarab Sages

The 15 was a mistype I had 14 in mind but otherwise valid points so general opinion is its low and should be closer to the calculated price. My calculations were . . .

Greater Teleport + Planeshift x charges per day x slotless
(((7 x 14 x 1800) + (7 x 14 x 1800 x .75)) X 4/5) x 2.
((100,800 + 75,600) x .8) x 2
(176,400 x .8) x 2
141,120 x 2
282,240

Obviously I made a few mistakes in timing looking at other people's posts. I doubled the final calculated value of the item not each individual part of it. Similarly I applied the charges deduction to the combined price for both spells as the 4 charges can be used for either but are still a total pool rather than being able to cast 4 greater teleports and 4 planeshifts its 4 greater teleports or 4 planeshifts or a combination of the two. I also realized I slipped on the value and used .75 rather than .8 as I should have for them.

My price value was for the non-doubled version as most teleport/plane shift items I looked at were 1/2 or less what I got.

I used 14 not 13 because that was the minimum an arcanist or sorcerer cast it at. Wizards get it a level earlier but I generally use the later slot for arcane spells to ensure all arcane casters can make the item.

Shadow Lodge

Senko wrote:

The 15 was a mistype I had 14 in mind but otherwise valid points so general opinion is its low and should be closer to the calculated price. My calculations were . . .

Greater Teleport + Planeshift x charges per day x slotless
(((7 x 14 x 1800) + (7 x 14 x 1800 x .75)) X 4/5) x 2.
((100,800 176,400 + 75,600 132,300) x .8) x 2
(176,400 308,700 x .8) x 2
141,120 246,960 x 2
282,240 493,920

Obviously I made a few mistakes in timing looking at other people's posts. I doubled the final calculated value of the item not each individual part of it. Similarly I applied the charges deduction to the combined price for both spells as the 4 charges can be used for either but are still a total pool rather than being able to cast 4 greater teleports and 4 planeshifts its 4 greater teleports or 4 planeshifts or a combination of the two. I also realized I slipped on the value and used .75 rather than .8 as I should have for them.

My price value was for the non-doubled version as most teleport/plane shift items I looked at were 1/2 or less what I got.

I used 14 not 13 because that was the minimum an arcanist or sorcerer cast it at. Wizards get it a level earlier but I generally use the later slot for arcane spells to ensure all arcane casters can make the item.

Your math is off a bit here: It looks you are using Caster Level 8 instead of 14 for some reason...

The only multiplication that cares when it is done is the 75% as it only applies to one of the two spells: For everything else, it doesn't really matter if you apply it to the combined total or the individual spell totals.


Taja the Barbarian wrote:
On a side note, the Helm and Boots of Teleportation both seem under-powered compared to the actual teleport spell:

You make a good point. If you don't do a group teleport, then you are not making the best use of the spells. You might even be owed a discount for not having that ability. No official rules on that. I just think that is what is fair.

Senko wrote:
I used 14 not 13 because that was the minimum an arcanist or sorcerer cast it at. Wizards get it a level earlier but I generally use the later slot for arcane spells to ensure all arcane casters can make the item.

You shouldn't determine the market price that way.

Quote:
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of the lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.

I would also note that a cleric and wizard working together can achieve the best crafting price for this magic item.

Anyways, the market price of this 'stone of travel' is really high. Are you sure that you want this magic item instead of an Amulet of The Planes? Its about a quarter of the price Taja gives. The description also implies that it can also transport you to a specific location on the plane while you plane shift (which is a plus). It just needs a successful DC 15 Int check. If you make a mistake, its only another standard action to try to fix. If you have an Int 20 wizard, they'd be able to take 10 on this check and succeed every time.

Scarab Sages

Hmmmm I think my calculator is broken it keeps saying 7 x 14 x 1800 is 100,800. I'll need to find a new one, well to be honest its been broken for years only works in direct sunlight but it used to calculate correctly.

I never noticed that pricing direction to use the lowest caster value I'll need to take another look at some other items I made.

Yes I know its really high and yes I do want it not amulet of the planes. Its specifically for travel both in a world and between planes. As you said the amulet unlike the planeshift spell does give you the possibility of arriving exactly where you want (or another plane entirely) but it can't move you say from Aaminiut to Abken directly. I suppose you could go from Aaminiut to the city of Brass and then to Abken. I need to look up if you can planeshift to somwhere you have only a description of.

Shadow Lodge

Senko wrote:

Hmmmm I think my calculator is broken it keeps saying 7 x 14 x 1800 is 100,800. I'll need to find a new one, well to be honest its been broken for years only works in direct sunlight but it used to calculate correctly.

I never noticed that pricing direction to use the lowest caster value I'll need to take another look at some other items I made.

Yes I know its really high and yes I do want it not amulet of the planes. Its specifically for travel both in a world and between planes. As you said the amulet unlike the planeshift spell does give you the possibility of arriving exactly where you want (or another plane entirely) but it can't move you say from Aaminiut to Abken directly. I suppose you could go from Aaminiut to the city of Brass and then to Abken. I need to look up if you can planeshift to somwhere you have only a description of.

That's a weird issue with your calculator, because 7 x 8 x 1,800 = 100,800...


Do you have a computer? It should have a calculator app or something. Alternatively you could use a spread sheet program. Libre Office is a good alternative to Microsoft Office.

Scarab Sages

Yep computer calculator gives the same value you did, calculator does not.


Have you considered making it an artifact and not worry about the cost?

*********************

Here is a useful comparison: Ring of Return, CL13, single use, preset location (closest imperial building within katapesh), cost 6k gp. The formula would thus indicate: 6000 gp÷(25 gp×7×13) ~= 2.64; Even if you use single use use-activated the result is about 1.32. That means that even with a whole bunch of restrictions and maybe a 50% increase due to placing teleport on a ring the price is considerably higher than the formula would suggest.

Another reference point: Staff of Passage 5 spells, CL17, cost 206,900 gp. (400×7×17+50,000)÷2+300×7×17÷2+200×7×17÷2+200×5×17+200×4×17= 115,950 gp. Multiply that by 2 because slotless and it becomes 206,900 gp just to make. Using that same formula a staff with greater teleport + Phase Shift on a staff would cost 400×7×15÷2+300×7×15÷2= 36,750 gp, and when slotless 73,500 gp.

So yeah the price is really high. Keep in mind that staffs are heavily discounted due to skill/class requirements and the fact that they don't recharge automatically.

*******************

* P.S. Don't forget to double the cost of crafting for to get the actual price.

Scarab Sages

I want it to be craftable so not an artifact.


Artifacts can be crafted, so I guess you mean craftable by the general population? Just want to confirm how obscure the the item is to see any possible discounts.

Shadow Lodge

Temperans wrote:
Artifacts can be crafted, so I guess you mean craftable by the general population? Just want to confirm how obscure the the item is to see any possible discounts.

There aren't any rules in game for crafting Artifacts: That's kinda what distinguishes them from 'normal' magic items...

For example, the classic Deck of Many Things is a lesser artifact with no Gold Piece value or 'Construction' block, meaning it can not be crafted by PCs using the existing crafting feats...


Taja the Barbarian wrote:
Temperans wrote:
Artifacts can be crafted, so I guess you mean craftable by the general population? Just want to confirm how obscure the the item is to see any possible discounts.

There aren't any rules in game for crafting Artifacts: That's kinda what distinguishes them from 'normal' magic items...

For example, the classic Deck of Many Things is a lesser artifact with no Gold Piece value or 'Construction' block, meaning it can not be crafted by PCs using the existing crafting feats...

The thing about artifact its that they are full on GM fiat and what gets made or destroyed is dependent entirely on the GM allowing it to be made. I suggested it as a last resort because artifacts can be extremely wide spread (ex: Elf Gates) or very rare (unique items) and it all depends on the rules of the story.

If the PCs don't have the ability to craft it then you can say its the product of a secret tribe/organization, similar to the sun orchid elixir. The price can then be based on how much people pay for it as opposed to how much it costs to make.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Artifacts per se are not (by RAW) something that PCs can craft.

However, if using Mythic Adventures, the Mythic Crafter feat allows a PC to make items that exceed what "normal" magic items can do. In addition, the mythic rules include legendary items, which can be treated as lesser or greater artifacts if the PC invests the path ability choices to "power up" the item.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This sounds similar to a cubic gate, with even more flexibility for locations. Since a cubic gate has a market price of 164,000 gp, that should probably be the baseline value to consider.

Instead of greater teleport and plane shift as the base effects, you may want to consider word of recall and janni's jaunt instead.

Janni's Gift

Aura strong conjuration; CL 12
Slot none; Price 181,440 gp; Weight 1 lb

This large, star-cut amethyst is most often given to those that have done a great service to the janni, but are sometimes also created by some priests. Four times per day, the owner can command the gem to transport themself and up to four other willing Medium or smaller creatures either to a specific attuned location on the same plane or 5 to 500 miles (5d%) from your intended destination on a different plane from the following options: one of the Elemental Planes, the Astral Plane, or the Material Plane. To attune a specific location, the owner must spend one hour concentrating while holding the gift and only a single location can be attuned at a time; attuning a different location removes the attunement to a previous location.

Requirements Craft Wondrous Item, janni's jaunt, word of recall; Cost 90,720 gp

Pricing calculations:
word of recall: 6 x 12 x 1,800 gp x (2/5) x 2 x 1.25* = 129,600 gp
janni's jaunt: 4 x 12 x 1,800 gp x .75 x (2/5) x 2 = 51,840 gp

allow "charges" to be shared for no adjustment

*- ad hoc adjustment for being able to change destination


Taja the Barbarian wrote:
Temperans wrote:
Artifacts can be crafted, so I guess you mean craftable by the general population? Just want to confirm how obscure the the item is to see any possible discounts.

There aren't any rules in game for crafting Artifacts: That's kinda what distinguishes them from 'normal' magic items...

For example, the classic Deck of Many Things is a lesser artifact with no Gold Piece value or 'Construction' block, meaning it can not be crafted by PCs using the existing crafting feats...

usually i would agree with you. it's just funny that you had to name the one artifact i actually had a character who made an item that mimic an item of equal powers, since it had a crafting formula.

the silent aviary which mimiced the harrow deck of many things (the silent aviary can also be made to mimic the actual deck of many things but then it has 23 cards instead of 55)

Scarab Sages

Interesting suggestions but the word of recall and Janni's Jaunt are too restricted for what I had in mind as its use.

Fair points on the artifact but I want it to be craftable and even if widespread they aren't.

Mythic is very limited on artifacts personally instead of making one artifact I'd prefer the legendary items be lesser artifacts, greater artifacts, mythic artifacts so if you use 3 of your 10 path abilities on it you can potentially make several mythic artifacts with time and resources but that's a whole other thread.

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