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Author Topic: [FantasyCraft] Making Charged Items  (Read 424 times)
Medwyn
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« on: March 25, 2010, 06:02:54 PM »

In preperation for my upcoming campaign I'm considering having charged items for characters.
Wands, Rods, or other dohickeys that have limited charges in them.

The problem comes with how do I cost such an item.

I'm leaning towards the Item costing the similar as a normal item but decrease the overall Reputation cost by 5. This along with the size reductions can't reduce the item's cost below half.

Charged items would have five times the number of per scene uses as charges.

To recharge the item would cost Reputation equal to the spell level.

Does that work out?
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Bill Whitmore
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« Reply #1 on: March 25, 2010, 07:02:20 PM »

I don't think I would make charged items prizes.

Potions and Elixirs already handle things like one shot spells and effects and just have silver costs.  You should be able to take the potions that mimic spells; like Invisibility, True Strike and Animate Dead; then extrapolate those to get prices for further effects of other spells.  Then just call it a wand, rod, staff, potion, elixir, vial, or whatever else as appropriate for the flavor you are going for with the charged magic item.

For example:

Existing: Potion of Striking - As True Strike I spell - Level 1 Spell - 50s for 1 use
Extrapolating: Wand of Missiles - As Magic Missile - Level 1 Spell - 50s per charge

So a wand with 10 charges would be 500s and recharging the wand would also be 50s per charge replaced.
« Last Edit: March 25, 2010, 11:23:07 PM by Bill Whitmore » Logged

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