|
Magic Item Pricing
Since I was one of the architects of the Dungeon Masters Guides magic item pricing system, it should come as no surprise that Im a big supporter of using those guidelines to gauge the appropriate price of a magic item.
Even then, we knew that no system could properly account for the vast range of magic items possible. Any systemregardless of complexitywould have to rely on the DMs best judgment.
And while its clear that most players out there understand that, theres still a fair number of gamers who either dont understand how the system works or want it to be something it isnt.
As stated in the Dungeon Masters Guide, the various equations and systems described in Chapter 8 are only guidelines. Except for the simplest of items (potions, scrolls, and wands), the DM must be involved when attempting to price any new magic item. Even two spells of the same level, when turned into a magic item, may result in radically different appropriate prices. There are a few reasons why this is true.
First of all, not all spells are created equal, even those of the same level. Some spells are just better than others, particularly when their effects can be applied at will or continuously. Compare the ability to cast either of these spells at will: knock and invisibility. Chance are, youll only need knock a couple of times in any given adventure. Having an at-will knock magic item isnt really significantly better than having a few scrolls of knock. But invisibility can come in useful in almost every single encounter, and often several times even in the same encounter. (You could also argue that invisibility might be too powerful to be a second-level spell, but thats another discussion.) Thus, even though the system would suggest that these two items cost a similar amount (about 12,000 gp), its clear that they really arent worth the same amount. Thats why the ring of invisibility costs 20,000 gp in the Dungeon Masters Guide (and may be undercosted at that). Dont be afraid to adjust a magic items price by one-quarter, one-half, or more in either direction, based on the game utility of the spell.
Second, some spell effects are balanced by their limited duration. Both displacement and fly are incredibly useful third-level wizard spells, so shouldnt both cost the same as continuously active magic items? Of course not. Displacement lasts only a matter of rounds per casting, while fly lasts for minutes if not hours. Youd have to cast a hundred displacement spells in order for the effect to last as long as a single fly spell. Thats why a cloak of displacement (the major kind) costs 50,000 gpfar more than the expected value of 30,000 gp for a magic item replicating a third-level spell. As a rule of thumb, you can probably double (at least) the price of any magic item that provides a continuous magic effect based on a short-duration (1 round/level or even 1 minute/level) spell.
Third, some effects are balanced by limitations on who can cast them and whom they can target. True strike, for instance, is only granted to wizards and may only be targeted upon the caster herself. So while equipping every character in the party with bracers of true strike might seem a great idea (only 2,000 gp each, right?), the DM should quickly realize that such items effectively bypass the built-in limitations of the spell itself. In this case, you might try to decide what the appropriate level would be for a true strike-type spell that could be cast on anyone (not just the caster) and price the item accordingly. My off-hand guess is that it should be at least a 3rd-level spell, meaning that those bracers of true strike should be somewhere in the neighborhood of 30,000 gp.
The magic item pricing guidelines can be a powerful tool in the hands of a DM who is comfortable using them, but they can be an equally powerful weapon in the hands of overeager players who, intentionally or not, use them to abuse the game. As the DM, you shouldnt ever be afraid to say no to your players (though its best to explain why youre saying it). Only after youre acclimated to the game should you start tinkering around with new magic items, and even then, dont hesitate to come down on the high side when pricing the item. After all, you can always give the character who purchased or created the item a refund of gp and/or XP, but its far harder to ask for more payment after the fact. |
|
All material copyright Andy Collins 2001-2008. |