WS:Magic Items: Difference between revisions
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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. | 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. | ||
'''''The Formula''''' | '''''The Formula''''' | ||
Cost = ((Active Points * Real Cost * 5 * Rare Materials modifier) / (# Principles fulfilled)) * Shop | |||
Cost = ((''Active Points'' * ''Real Cost'' * 5 * ''Rare Materials'' modifier) / (# ''Principles'' fulfilled)) * ''Shop'' modifier | |||
===Active Points=== | ===Active Points=== |
Revision as of 08:31, 14 January 2006
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.
The Formula
Cost = ((Active Points * Real Cost * 5 * Rare Materials modifier) / (# Principles fulfilled)) * Shop modifier
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 | 100% |
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