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- This topic has 3 replies, 4 voices, and was last updated 10 years, 7 months ago by frootsnax.
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- January 16, 2016 at 2:31 pm #152122AnonymousInactive
What is the cost for a character to create (or transfer) a rune? Forged in Magic only gives the costs to have someone else do it. Forged in Magic 2 adds the Inscribe Rune and Runesmith talents but does not give the costs necessary (unlike Arcane Alchemist which does give the costs).
Yes, I know this isn’t legal for campaign play but we just started a home campaign where I’m playing a Discipulus Geometricus battle mage.
January 16, 2016 at 5:46 pm #270945AnonymousInactiveWell, if it is a home game….whatever you want? If you are dealing with an economics ascpect…whatever the market will bear?
For simplicity sake, I would say that since it is 5Gc to buy and 1Gc to transfer (per tier), assuming rune merchants want to make a reasonable profit, I think 3Gc and 50Sc per tier to make or transfer, respectively, would probably be reasonable.
January 16, 2016 at 6:21 pm #270948AnonymousInactiveIsn’t it 2gc to transfer a rune?
Looking at alchemy pricing, creating is 30sc/tier and buying is 50-100sc for tier 1 and GM option for higher tier. Extrapolating, it looks like 2gc/tier to create a rune and 50-75sc/tier to transfer one would be in the same ballpark.
I’ll talk with the GM until there’s an official ruling (which may or may not come since it’s not campaign legal).
January 17, 2016 at 1:18 am #270953frootsnaxParticipantDoes the judge want a magic item economy? Or even an economy driven by player crafting? If no then crafting might be at cost (but you have acces to it whenever you want). If yes then the judge needs to think about how much profit they want the PC making…or how much money they are going to save for heir own use.
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