WS:Magic Items: Difference between revisions

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* Elemental Control: Consider it a single Power Construct with Active Points equal to the largest Power in the EC, +5 Active Points for each additional Power in the EC
* Elemental Control: Consider it a single Power Construct with Active Points equal to the largest Power in the EC, +5 Active Points for each additional Power in the EC
* Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost
* Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost
====Rare Materials====
Items with very high active points must be made out of increasingly rare materials.  Therefore certain levels of techonology and trade ability are required in order to get the item, and there are correspondingly inflated prices to create them.
{|
! Total Active Points
! Usual location
! Cost multiplier
| <30 AP
| villages
| 75%
|-
| 30-60 AP
| towns
|
|-
| 60-90 AP
| cities
| 125%
|-
| >90 AP
| port cities and capitols
| 150%
|}


==Price to buy and licensing==
==Price to buy and licensing==

Revision as of 08:24, 14 January 2006



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Magic Items

Cost to build

The cost of a magical item is based on several factors:

The cost of the original unenchanted item, the magical power(s) Active Points, Real Cost, Principles of Magic and, if buying from a shop - the type of shop.

Active Points

Based somewhat on KillerShrike's ideas-

Do not include the active points of the original item. If you are building an item with powers inside a power framework, you can work the active points out based on the framework-

  • Multipower: Consider a MP as a single Power Construct with Active Points equal to the Pool, +10 Active Point for every slot in the Multipower
  • Elemental Control: Consider it a single Power Construct with Active Points equal to the largest Power in the EC, +5 Active Points for each additional Power in the EC
  • Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost

Rare Materials

Items with very high active points must be made out of increasingly rare materials. Therefore certain levels of techonology and trade ability are required in order to get the item, and there are correspondingly inflated prices to create them.

Total Active Points Usual location Cost multiplier <30 AP villages 75%
30-60 AP towns
60-90 AP cities 125%
>90 AP port cities and capitols 150%

Price to buy and licensing

Building an item

With thanks to Jkeown and the Caleon campaign at http://www.geocities.com/jephkay@sbcglobal.net/magical_gear.htm


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