Magic Item Costs [09JUL08] magicost.htm

Market prices to buy various types of magical items are given by the formulae given below. Some institutions will sell certain magical items and/or special services. Only items of +1 Bonus, or 1st/2nd spell-level may be available; items of +2 bonus or 3rd/4th level may be specially commissioned; items of +3 or greater bonus, or 5th or higher spell-level will not normally be available at all. 

Spell Casting = 400 x Spell Level2 Weapon/Armour = (Normal Cost x 10 + 5000) x (2 x Bonus)2
Scroll = 1000 x Spell Level2 Blessed Item = 2000 x (2 x Bonus)2
Potion = 2000 x Spell Level2 Protection Ring = 10,000 x (2 x Bonus)2
Talisman = 3000 x Spell Level2 Protection Cloak = 8000 x (2 x Bonus)2
Wand  = 10,000 x Spell Level2 Protection Bracers = 5000 x (2 x Bonus)2
Amulet = 1000 x (2 x Bonus)2 Countercharm = 1000 x Spell Level2

The College of Heralds
The Heralds act as a Mercenaries Guild providing military training, ransom payment and also trade in magical weapons and armour.

WEAPONS ARMOUR AMMUNITION**
Good Longsword (+1)  32,000 Good Helm (open) (+1) 26,000 12 Good Arrows (+1) 9,600 (800 each)
Good Dagger (+1) 21,600  Good Helm (closed) (+1) 40,000 12 Good Bolts (+1) 7,200  (600 each)
Good Shortsword (+1) 26,400 Good Ring Mail (+1) 49,600 6 Very Good Arrows (+2) 19,200  (3,200 each)
Good Battleaxe (+1) 24,000 Good Chainmail (+1) 95,000 6 V.v.Good Arrows* (+3) 43,200  (7,200 each)
Good Medium Shield (+1) 28,000 Good Plate-Mail* (+1) 312,800 6 V.v.v.Good Arrows* (+4) 76,800 (12,800 each)
Very good Dagger*(+2) 86,400 Very good Chainmail*(+2) 380,000  6 V.v.v.v.Good Arrows* (+5)  120,000  (20,000 each)
* Such items must be specially commissioned. (** Ammunition costs are figured as if created in batches of fifty.)

The Guild of Arcane Lore 
The Sage Brotherhood will sell various magical devices, in addition to performing divinations and similar spell-casting services - for a fee.

Spell Level Cast Spell Countercharm Scroll Potion Talisman Wand   Example Spells
1st 400 1,000 1,000 2,000 6,000 10,000   Detect Magic, Identify, Mending, Comprehend Languages
2nd 1,600 4,000 4,000 8000 12,000 40,000   Protection from Skeletons, Knock, Invisibility
3rd 3,600 9,000 9,000 18,000 27,000 90,000   Haste, Fireball, Clairvoyance
4th 6,400 16,000 16,000 32,000 48,000 160,000   Minor Globe of Invulnerability, Polymorph Other, Wizard Eye
                 
Bonus Amulet** Protection Bracers Protection Cloak Protection Ring Blessed Item
Good (+1) 4,000 20,000 32,000 40,000 8,000
Very Good (+2)* 16,000 80,000 128,000 160,000 32,000
* Such items must be specially commissioned. (** Lesser Amulets ("+0") are available for about 1000, giving 1hp damage reduction.)

Amulets reduce damage from magical attacks, e.g. dragon breath, Magic Missiles and similar evocations, by d6 per "+". Countercharms negate effects of one specific spell on the wearer, if correctly invoked. Protection Devices reduce damage from weapons by 1 per "+": Bracers are not usable with armour; Cloaks are not usable with metal armour; Rings can be used with any armour. Blessed Items (actually available from the various Temples) enhance resistance to magic by adding +1 per "+" to the characteristic rolled. 

The Healers and Other Temples
Temples will give various services, healing potions and holy items to members who are in good standing - provided recipients show their worthiness and make suitable donations, of course. The Healers (the Irreproachable Order and the Order of the Balm of Joy, pacifistic sects of the sun-god Ammon) typically require only half the usual fee. 

Healing Potions Healers Ammon-Ra Other Temples
Healing Potion 1,000 2,000 2,000 As Cure Light Wounds (d8, immediate effect)
Serious Healing Potion 4,000 18,000 32,000 As Cure Serious Wounds (2d8+1, immediate effect)
Critical Healing Potion 9,000 32,000 50,000 As Cure Critical Wounds (3d8+3, immediate effect)
Cure Disease Potion 4,000 18,000 18,000  
Neutralize Poison Potion 9,000 32,000 32,000  
Raise Dead Balm* 50,000 50,000 50,000 Even the Healers charge full rate for this
Performing Miracles        
Cure Serious Wounds 800 3,600 6,400  
Cure Critical Wounds 1,800 6,400 6,400/10,000  
Cure Disease 800 3,600 3,600  
Remove Curse 1,800 3,600 3,600  
Raise Dead* 10,000 10,000 10,000 Even the Healers charge full rate for this
Reincarnation 7,200 - 10,000 - 19,600 Also available via the Guild of Arcane Lore 
Regeneration/Restoration 7,200 19,600 19,600  
Resurrection* 19,600+ 19,600+ 19,600+ This also requires a major quest, or 3m gift
(* Items/spells which can bring the dead back to life are only allowed to those who have proved themselves most worthy.)