Each item price you calculate through this formula:
(baseprice
x baseprice muliplier)
+ 1x costs of most expensive ability
+ 2x costs of next priced down ability
+ 3x costs of next priced down ability
[..]
- 1x costs of most expensive disadvatage ability
- 1,25x costs of next priced down disadvantage ability
- 1,5x cost of next priced down disadvantage ability
[..]
Baseprice
for items,
that get magical abilities ( no weapons )
Object |
Baseprice |
Material |
Size |
Operation, Inset |
possible spells |
runepaper |
1 GP |
pergament |
Din A5 - A4 |
runes |
onetime spell |
stones, small objects |
10 GP |
solid |
variabel |
attunement |
onetime spell |
magical drink |
50 GP |
liquid |
100 ml |
drink |
onetime spell |
Stick |
50 GP |
solid |
120+ cm |
hold with both hands |
all |
Staff |
100 GP |
solid |
40-120 cm |
hold with one hand |
all |
sceptre |
150 GP |
solid |
15-40 cm |
hold with one hand |
all |
belt, brooch |
200 GP |
solid |
variabel |
belly, shoulder, clothes |
all |
amulet, frost, bond |
300 GP |
solid |
variabel |
neck, arm, head |
all |
ring |
500 GP |
solid |
variabel |
ear, nose, finger |
all |
Bonusses
& Basepricemultpier through uncommon material (for weapons)
Bonus |
Material |
Baseprice multiplier |
notes |
-50 |
stone |
x0,1 |
-15 - -30 for crushweapons |
-30 |
wood |
x0,1 |
-20 - -40 for crushweapons |
-20 |
bone |
x0,25 |
refined bones |
-10 |
bronze |
x0,5 |
copper/tin |
0 |
iron |
x1 |
|
+5 |
steel |
x5 |
nonemagical |
+10 |
rifined steel |
x20 |
nonemagical |
+15 |
whitemetal |
x100 |
nonemagical carbon/titan |
+20 |
blackmetal |
x500 |
nonemagical iron/meteor stone |
+5 |
mag. iron |
x10 |
magical |
+10 |
mag. steel |
x40 |
magical |
+15 |
mag. refined steel |
x200 |
magical |
+20 |
mithril |
x1.000 |
magical silver |
+25 |
laen |
x5.000 |
magical glas |
+30 |
eog |
x10.000 |
magical steel |
Description:
daily
reusable spells:
level 1-10: costs = 50+level x15
level 11+ : costs = 200+(level-10)x30
The costs are for one cast/day. For each added cast/day add the half price
(e.g. 3x level 15/day : 350+175+175 = 700). The GM shouldn't allow prffessional
spells if this professionals want not to give this spell to others (e.g.
an alchemist never would give Permanace because of become unemployed).
I think no professional spell should be allowed as reusable spell.
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one
time useable spells:
level 1-10: costs = 25+level x10
level 11+ : costs = 125+(level-10)x20
This abilitiy allows you to embed a spell into items to use them one time.
To use the spell from a rune paper you've to roll rune reading. No roll
is needed to cast a spell embed in a drink. spel embeded in other items
need a attunement roll.
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embed
spell lists:
level 1-10: costs = 200+level x20 GP
level 11+ : costs = 400+level x40 GP
Each list is an own ability for the item. The user can cast the list as
a learned up to his level or the embeded level (use smaller level). To
use a spell over the embeded level you've to roll a risk-roll as high
as there wasn't this item (e.g. a cleric list is embeded up to level 5.
The level 3 magician casts the level 5 spell with a risc-roll over 25.
To cast the level 6 spell he must roll the risk-roll over 55). Maximum
spell level is 20.
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Spell
storage:
level 1-10: costs = 50+level x15
level 11+ : costs = 200+(level-10)x30
In this item you can store a spel up to embeded level.
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Permanence
costs = 1000 GP
Make a spell permanent. Before creation the user can choose if the spell
is permenent activ or if it casts on command.
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Intelligence:
costs = spelllevel x 50 GP
Embeded spells will cast by the Intelligence without a need of a roll.
The item gets by this intelligence an own will that has to be specified.
Intelligence |
level |
strenght of will |
conscious |
1 |
-63 to -5 |
small |
1-2 |
-55 to 20 |
middle |
1-5 |
-25 to 45 |
high |
1-10 |
5 to 95 |
extrem |
1-20 |
50 to 150 |
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Power
Points :
costs = 500 GP
This ablitity let the item gie the user power points for one spell list.
The number of PPs depents on the high of intelligence that is required
for this ability that has to be embeded for each spell list that shall
have own PPs. The costs for each additional PP-ability you have to increase
price by only 250 GP (e.g. each of 3 spell lists gets the PP-ability and
the cost for this ist500+250+250=1000 GP) Each list has its own PPs that
are not available for another spell.
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Spell
Adder / Power Point Muliplier:
costs = 50 GP(+1) / 100 GP(+2;x1) / 200 GP(+3;x2) / 400 GP(+4;x3) / 800
GP(+5;x4) / 2000 GP (+6;x5)
Each is an own ability. Costs of 50 GP makes the user unable to use his
PPs. With a +3 spell adder the user is able to cast 3 spells/day that
would not need more than the basic number of PPs (PPs without items).
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Risk-Roll-Bonus:
costs = bonus x50GP
This bonus modifies all risk rolls. Maximum bonus ist 50. You can never
decrease the risc roll under 2. If this decreased roll fumbles the critical
fumble bonus is as high as the one without that item (e.g. magician level
3 wants to cast a level 8 spell with help of a +50 risc roll item. The
risc roll of 40 is decreased by 50 but not under 2. The dices show 01
and the magician get a magical failure with a modifier of 120.
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enhanced
usercircle: (for all items)
costs = 50 GP - 750 GP
Each magical item is created for a certain person. Only this person can
use this item. This ability enhances the usercircle so that mor than the
owner can use it (e.g. for using as heirloan, every descendant can now
use this item. All artefacts have this ability to allow all or most to
use this item). To the usercircle you can include ...
... a certain
person (for each person 50 GP)
... a realm, pure, part or none-magicuser (100 GP)
... essence-, channeling-, mental-user (200 GP)
... a pure, part or none-magicuser (400 GP)
... a profession (500GP)
... a conviction (good, evil, neutral) (600 GP)
... all descendants (750 GP)
Example:
To let only good and neutral convictious people use that item you have
to add this ability with costs of 2x600=1200 GP. If only the good convictious
descandants that have to be pure essence user you have to add this ability
with costs of 600+750+400=1750 GP.
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additional
critical strike with same effect:
costs = code x50GP
The rolled critical strike has doubled effect. There is no additional
roll needed. The costs are calculated by the maximum code of this strike.
Code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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Additional
critical strike:
costs = code x100GP
This ability allows an additional new rolled critical strike (same code,
same chart). The costs are calculated
code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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additional
critical strike on another chart:
costs = code x300 GP
Like additional critical but at the creation the user has to choose another
chart on that the additional strike will be rooled. (The availablity should
be controlled!)
code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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multiplied
damage
costs = x2 damage 1250 GP, x3 damage 1750 GP, x4 damage 2500 GP, x5 damage
3500 GP
Multiplies the damage. Also works at items embedded spells e.g. fireball.
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critical
strike protection:
costs = %-protection x100GP
The maximum protection is 50%. The protection has to be casted on body-,
arm-, leg- and head/nek-armoury to have a full protection.
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fumble
decrement:
costs = decrement x100GP
The fumble-area can decreased down to 1.
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range
for rangeless weapons:
costs = 450GP
The weapon can be thrown as a handaxe. Rangebonus & Range-Increament
is possible.
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range
bonus :
costs = decrement x20GP
This bonus decreases the range malus of the item.
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range
increment :
costs = %-increment x5GP
The range is increased in percent. The range modifier and ranges have
to be recalculated (e.g. a 200% range increased dagger has following ranges:
30cm-9m: -10; 9-27m: -20; 27-45m: -30. The costs are 100 GP)
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return
through air:
costs = range x10GP/rounds
Is the item thrown an a target that in embeded range stands this item
flies (in one whole round) back to the thrower. The costs are divided
by the number of rounds that are needed to fly back. (e.g. a 15m returning
sword and returning period of 2 round would have costs of 75 GP for this
ability). Of course, the sword have to make thrownable with the range
for rangeless weapons abilitiy
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teleportic
return:
costs = range x20GP
Like return through air but the item returns at the end of round. So you
haven't wait a round or more so that you can throw the weapon every round.
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slaugther a certain creature:
costs = level x2 GP
Slaughtering weapons uses the deadly critical strike table for large or
superlarge creatures. If target get normal critical strikes it gets an
additional critical strike on the large table. (e.g. for level 5 magician
Lumbumba this ability would cost 10 GP. It doesn't work anymore if Lumbumba
reaches a new level.)
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slaughter
a race:
costs = level x10 GP
The costs are based on the highest normal level that could reached by
this race (e.g. the dragon slaughter would cost 660 GS because the highest
level is 66). For races use level 50 as maximum so that you pay for the
man slaughter ability 500 GS.
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holy
item:
costs = 1000 GP
This ability allows to roll an additional holy critical. USed against
unholy or evil creatures the weapon is a deadly weapon.
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change
the form:
costs = number of forms x50 GP
This ability allows the user to change this item into embeded forms on
will (changing takes a full round). A longsword that is able to change
in dagger and shortsword: On creation all forms have to be available in
same material. The alchemist will create the item with a base price of
50 GP (consciousness) plus the number of forms x50GP. It is not possible
to embed another additional ability now. (e.g. a weapon that shall change
to dagger, longsword and battle axe costs 50+3x50GP. But before you have
to create each item with the same abilities and material.
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free
hand:
costs = 500 GP
This ability makes a twohanded item to a onehanded item or makes a onehanded
item wearable as a none-hindering item. (e.g. a shield at the handshoe;
to parry you've to wear it as normal)
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free
hands:
costs = 1000 GP
This ability makes a twohanded item wearable without hindering (e.g. hovering
battle axe --> immediatly ready for fight).
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none-hindering
items :
costs
= kg x200 GP
This ability lets the item fullfill the functions of a certain equipment.
It doesn't disturb or have any additional weight. (e.g. a helmet shall
work as a AC15. The helmet stands for a 25 kg armoury so that the costs
for the ability are 5000 GP.
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enhanced
stat bonus:
costs
= increment x200 GP
This ability increases the on creation chosen stat bonus. The maximum
bonus is 35. (e.g. a belt shall give +15 St and +10 Qu: the costs are
3000 + 2x2000 = 7000 GP (+baseprice)
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change
statbonus:
costs = fixed bonus x100 GP
This ability changes one statbonus to a fixed value. (e.g. a belt gives
a fixed +20 St bonus. Both characters (-5 St and +35 St) have +20 St bonus
now.
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enhanced
resistance :
costs
= increment x125 GP
This ability increases the defenisive bonus or one resistance bonus. It's
not possible to increase arcane resistance directly. Only possibility
is to chnage the other resistances.
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enhanced
skill bonus:
costs = variabel
This ability increases the sjill bonus. If the bonus is nonmagical the
item doesn't have to be magical (e.g. well made climbing hook or perception
glasses). But if the item gets a magical bonus (+30 climbing hooks, magic
perception glasses) it has to be magical. The item has to be magical if
the bonus is more than 20, skill is magical or the purpose is more than
could be nonmagical (+10 stalk/hide for all areas). The costs for the
ability are calculated as a weapon with base price of 1 GS (e.g. shoes
that gives +15 riding and +20 stalk/hide have costs of 500GP +2 x100GP;
glasses that gives +10 magical perception(40GP) and +25 perception(5000GP);
glasses that gives +10 magical perception(40GP) and +20 perception (500
GP) because the +20 perception doesn't have to be magical).
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enhance
armoury :
in a category: costs = categorie(1-5) x100 GP x increment
increase category: costs = increment x1750 GP
The AC can be increased in a category (P2 to P4) or change the category
(P7 to P19). The increments are each an ability (e.g. P10 tp P20: The
alchemist has to increase 2 categories(2 x 1750GP)and 2 points in category
(3 x100GP x 2). The complete costs are baseprice + 1x3500GP + 2x600GP
= baseprice+4200 GP).
This enhanced armoury is hindering as high as the unenhanced armoury.
categories: P1-P4=1; P5-P8=2; P9-P12=3; P13-P16=4; P17-P20=5.
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Transformation
costs = variable x (numbers/month)
1.) The user is able to transform himself to an aliven creature. It's
needed that the animal can survive in the the area (e.g. a fish in desert
wouln't survive; so the user has to go near water)
2.) The item is able to transform itself to a none-aliven thing.
The costs
are extremly variable. But there are some rules:
- with a
bigger difference the costs raise
- living
can't transform to none-living and
unliving items can't transform to living items
- the used
items have to be all magical or non-magical
- to create
such items all embeded items/creatures have to be available in the laboratory
of the alchemist. (you have to buy a living fish to transform yourself
to fish)
Example
1:
a winterrobe
shall transform to travellerrobe(5 times/month) and to fine robe(15 times/month)
1st ability: transform to traveller robe
2nd ability: transform to fine robe
costs: Because of no big difference between the winterrobe you can take
a price of 20 GP for each ability. So it would cost: robes(2
GP) + 20GP x15 + 2x 20GP x5 = 502GP costs
Example
2:
A +10 magical
hide-cape shall transform to +10 mag. armory AC20(20 times /month) base
price: both items ( 40GP + 80GP)
1st ability: transform to armoury
Costs: Because of both items are wearable but has different purpose you
should take a price of 100 GS. So the costs would be 840GP + 100GPx20
= 2840GP
Example
3:
The item
have to transform the user(4 times/month) into a bird
1st ability: transform to bird
To transform live should cost at least 200GP. The bird can naturally fly
(the user normally not) so you take a price of 250 GP. The cost would
be 250GPx4 = 1000GP
- dog, pig,
cat 200GP
- pony,
small bird, fish 250GP
- horse,
big bird 300GP
- tiger,
shark 350GP
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misc
effects
costs = variable
normal price 5%-50%
These items have no real purpose. They are far good-looking or to make
something beautiful (e.g. a robe that moves like a robe in wind permanantly,
illusion on opening a box,..)
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Disadvantages
[Abilities] [to
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Olderness
costs = month x 60GP
Each usage the user gets 1-24 monthes older.
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effects
to area
costs = mud 200GP, fog 240GP, animals 120-300GP, perception 240GP, undead
600GP, demons 800GP - 2000GP
Each usage...
- the earth
(radius 1m) changes to mud (MM-10)
- it gets
very foggy (radius 3m)
- animals
(one race) comes to user
- the users
perception is totally distort (perception -20 else 1 Rd not able to
move)
- changes
all corpes to undead I (radius 20m)
- there
is a 20%(800GP)-50%(2000GP) change that a lesser demon gate (like spell
54/5)
The both
last disadvantages shouldn't be available for group with evil professions
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Protector
costs = prevent 200 GP, light violence 300 GP, heavy violence 500 GP,
multilate 800 GP, death 1400 GP
If perceive a good/evil action the user has to act. (e.g. a good man gives
bread to a bagger. The user has to prevent good actions (with death).
So he must kill this man)
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bonus
decrement
costs = value x 40GP
Wearing the item one stat or resistance is decreased by 5-35.
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restricted
usage time/area
costs = darkness 200 GP, fixed (24-h) x 120 GP, random (13-h) x 300 GP,
zone 2000 GP, state 1000 GP
This item is useable..
- in darkness/brightness
- at fixed
hours (1-23 h)
- at daily
random hours (1-12 h)
- in one
climatic zone or regional zone
- in one
state or land-area
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difficult usage
costs = WW level x 80GP, transform strength of will x 16 GP, nerving mental
320GP real 480GP, fairness 400GP
The item makes it difficult in folowing ways:
- you have
to roll a RR against level 1-10 to use it. If roll was failed the item
transforms the user or itself to an senseless item. (e.g. glasses for
blind or a bird that flies a round)
- talks
permanantly, sings all the time, bites you, ...(mental oder real) (roll
SD or you have to pack this item away)
- don't
allow flank attacks, back attacks and fight against stunned, ...
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hate
costs = anger 400 GP, irascibility 800 GP, hate 2000 GP
Wearing this item the user ...
- is irascible
& aggressive: extrem irascible, aggressive and fully undiplomatic
(no effects on public speaking)
- gets a
very deep hate against a race: attacks every one of this race
- is hated
by a race: Every one of this race attacks him
- have always
anger : A chair flies throug a pub. It hits the user !
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Illness
host
costs = soft 400 GP, grippe 800 GP, skin 1200 GP, chronic 1600 GP
The user is host of an illness. He himself is immune against it.
- soft illness(cold,
cough)
- grippe,
fever, bronchitis
- skin illness,
abscess, ...
- chronic
illness
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forced
usage
costs = see down
The user is forced to do in one of 1-30 days:
- - have
to be use the item (31-days) x 4 GP
- - make
an animalic sacrifice (31-days) x 8-20 GP (8= Huhn, 20=Elefant)
- - make
a money sacrifice 1-5 GP (31-days) x 4-20 GP
- - loses
1-5 EPs (destroyed by item)
(31-days) x 8-40 GP (number EPs x 8)
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