Re: DFRPG adjustments?
magic items - assembled by evileyeore
We're using the rules out of DFRPG (you can't really use Magic's pricing anymore):
DFRPG Magic Items (1)
Armor and Shields
Spell Effects Base Item Cost Prefix Suffix Notes
Continual Light light equal to torch Armor/Shield $8,000 Glowing of Light
Defending Shield +1 to Block Shield $10,000 Defending of Defense
Defending Shield +2 to Block Shield $20,000 Interposing of Interposing
Defending Shield +3 to Block Shield $40,000 Interposing of Interposing
Deflect +1 Defense Bonus Armor/Shield $2,000 Warding of Warding [1, 2]
Deflect +2 Defense Bonus Armor/Shield $10,000 Deflecting of Deflection [1, 2]
Deflect +3 Defense Bonus Armor/Shield $40,000 Deflecting of Deflection [1, 2]
Deflect +4 Defense Bonus Armor/Shield $160,000 Deflecting of Deflection [1, 2]
Deflect +5 Defense Bonus Armor/Shield $400,000 Deflecting of Deflection [1, 2]
Fortify +1 Damage Resistance Armor $1,000 Unyielding of Solidity [1]
Fortify +2 Damage Resistance Armor $4,000 Impenetrable of Invulnerability [1]
Fortify +3 Damage Resistance Armor $16,000 Impenetrable of Invulnerability [1]
Fortify +4 Damage Resistance Armor $60,000 Impenetrable of Invulnerability [1]
Fortify +5 Damage Resistance Armor $160,000 Impenetrable of Invulnerability [1]
Lighten -25% from weight Armor/Shield $2,000 Light of Lightness [1]
Lighten -50% from weight Armor/Shield $10,000 Weightless of Weightlessness [1]
Notes
[1] Cost is for a suit of armor. Piecewise armor can have Deflect or Fortify that adds Defense Bonus or Damage Resistance only vs. attacks on that location, or Lighten for just the weight of that piece. Use 10% of cost for head, 35% for body, 15% for arms, 5% for hands, 25% for legs, or 10% for feet. Further halve cost for a breastplate or just one limb or extremity.
[2] Defense Bonus adds to that of any mundane shield. If both shield and armor have Deflect, only the highest magical DB applies. See Defense Bonus (Exploits, p. 47).
Weapons and Ammo
Spell Effects Base Item Cost Prefix Suffix Notes
Accuracy +1 to hit Weapon $5,000 Accurate of Seeking
Accuracy +1 to hit Projectile $25 True of True Flight
Accuracy +2 to hit Weapon $20,000 Accurate of Seeking
Accuracy +2 to hit Projectile $100 True of True Flight
Accuracy +3 to hit Weapon $100,000 Accurate of Seeking
Accuracy +3 to hit Projectile $10,000 True of True Flight [1]
Continual Light light equal to torch Weapon $8,000 Glowing of Light
Corrosive Weapon +2 acid Melee Weapon $18,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Missile Weapon $22,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Projectile $75 Corrosive of Corroding [2, 3]
Dancing Weapon dances Melee Weapon see p. 7 Dancing of Dancing
Defending Weapon +1 to Parry Melee Weapon $10,000 Defending of Defense
Defending Weapon +2 to Parry Melee Weapon $20,000 Interposing of Interposing
Defending Weapon +3 to Parry Melee Weapon $40,000 Interposing of Interposing
Flaming Weapon +2 fire Melee Weapon $15,400 Flaming of Flame [3]
Flaming Weapon +2 fire Missile Weapon $20,400 Flaming of Flame [3]
Flaming Weapon +2 fire Projectile $75 Fire of Burning [3]
Holy Weapon +2 holy Melee Weapon $15,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Missile Weapon $20,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Projectile $75 Consecrated of Cleansing [3]
Icy Weapon +2 cold Melee Weapon $17,000 Icy of Ice [3]
Icy Weapon +2 cold Missile Weapon $20,500 Icy of Ice [3]
Icy Weapon +2 cold Projectile $75 Cold of Freezing [3]
Lightning Weapon +2 electrical Melee Weapon $15,300 Crackling of Shocking [3]
Lightning Weapon +2 electrical Missile Weapon $20,400 Lightning of Lightning [3]
Lightning Weapon +2 electrical Projectile $75 Lightning of Lightning [3]
Loyal Weapon returns to hand Weapon $15,000/lb. Returning of Returning [4]
Penetrating Weapon armor divisor (2) Melee Weapon $5,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Missile Weapon $10,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Projectile $25 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (3) Melee Weapon $15,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Missile Weapon $30,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Projectile $75 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (5) Melee Weapon $50,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Missile Weapon $100,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Projectile $5,000 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (10) Melee Weapon $150,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Missile Weapon $300,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Projectile $15,000 Burrowing of Piercing [5]
Penetrating Weapon ignores DR Melee Weapon $500,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Missile Weapon $1,000,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Projectile $50,000 Burrowing of Piercing [6]
Puissance +1 damage Melee Weapon $5,000 Mighty of Smiting
Puissance +1 damage Missile Weapon $10,000 Strongarm of Striking
Puissance +1 damage Projectile $25 Swift of Impact
Puissance +2 damage Melee Weapon $20,000 Mighty of Smiting
Puissance +2 damage Missile Weapon $40,000 Strongarm of Striking
Puissance +2 damage Projectile $100 Swift of Impact
Puissance +3 damage Melee Weapon $100,000 Mighty of Smiting
Puissance +3 damage Missile Weapon $200,000 Strongarm of Striking
Puissance +3 damage Projectile $10,000 Swift of Impact [1]
Shatterproof unbreakable Weapon $8,000 Eternal of Durability
Steelwraith see p. 7 Weapon/Projectile $5,000/lb. Steelwraith of Steelwraith
Notes
[1] Available in a one-use version for $500; see Permanent or Expendable? (p. 7).
[2] Keep track of added corrosion damage even if it fails to penetrate armor. Every five points removes one point of DR from the target location.
[3] Follow-up. Adds injury of listed type if attack pierces DR. Doesn’t add basic damage.
[4] See Loyal Weapon (Exploits, p. 79).
[5] Divides target’s DR by 2, 3, 5, or 10. See Armor Divisors (Exploits, pp. 52-53).
[6] Ignores target’s DR
Common Item Enchantments
Spell Base Item Cost Page Notes
Create Food Container $8,000 per meal/day 32
Fireproof Any $3,000/lb. 30 [1]
Invisibility Any $10,000/50 lbs. 47 [1]
Magic Resistance Any $4,000/level 51 [1, 2]
Magic Staff Stick $30 9 [3]
Resist Acid Any $1,000/lb. 70 [1, 4]
Scryguard Any $1,000/lb. 52 [1, 5]
Steelwraith Any Metallic $5,000/lb. 28 [1]
Notes
[1] Affects item, not user.
[2] Maximum 10 levels; penalty affects spells cast on or from item.
[3] Cost is per type of magic: clerical, druidic, or wizardly. Typical lengths are wand (baton, $50, 1 lb.), rod (jo, $40, 2 lbs.), and staff (quarterstaff, $40, 4 lbs.). When casting, extends caster’s reach by one (wand or rod) or two (staff) yards.
[4] Triple cost to resist alkahest!
[5] Item resists Information spells with Power 15. On a container, this also benefits anything inside while it’s closed.