Magic Prices		DJC Revised 10-4-08

The prices to listed in these pages are the Magic Guild's "to-buy" prices in Parma, in kGP: i.e. items may be easily bought from the Guild at the prices shown, and sold to the Guild at half of the amounts listed.  The following notes are relevant:

[1]	Items marked [1] may not always be readily available for purchase at the indicated prices.

[2]	Items marked [2] will be accepted by the Guild for two-thirds of the prices shown in Guild credit (which may be applied to services or purchased items).  Other items are only accepted at half-price in credit or cash.

[3]	Items marked [3] are not available for purchase from the Guild.

Metals and Minerals
DJC Updated 10-3-08

The following are standing offers from the MU Guild in Parma, in GP per EP (Encumbrance Point) or UP (Upsidaisium Point; used only for pologomite).  

		Buy		Sell
	Allanin	5000		[3]
	Lead	.75	 	1
	Lodite	15000		[3]
	Mithril	100		120
	Phelduraine	2500		10000
	Phorite	10000		[3]
	Pologomite	50		[3]	(per UP)
	Rundonium	7000		[3]
	Sardonyx	3000		8000
	Srell	
	Telekos	no standing offer
	Utrium	6000		[3]

	Copper	.01		.01
	Silver	.1		.1
	Gold	1		1
	Platinum	10		10
	Electrum	100		100

Magic Values -- Armor

		[2]	[2]	[2]	[2]	[2,3]	[2,3] 	[2,3] 	[2,3] 	[2,3] 	[2,3] 	[2,3]
	  	+0	+1	+2 	+3 	+4 	+5 	+6	+7	+8	+9	+10
	Chain   	3	15	45	105	195	315	465	645	855	1095
	Chain Shirt			47.5
	Leather 	1	20	50	105	190	300	455
	Scale	 1	15	50	120	225	365
	Plate  	 4	15	55	135	255	415
	Full Plate				150
	Mithril Chain [3]		150	240	360	510	690
	Mithril Plate [3]			310

	Small Shield	 1	12	32	 65	120	190
	Medium Shield	 1	10	28	 70	138	240	370	530	710		
	Large Shield 	1	8	25	65	150	270
	Small Mi Shield [3]	 
	Med Mi Shield [3]	 								
	Large Mi Shield [3]
	Padding 	0.5

Padding plus not cumulative with armor

All prices are for human-sized armor.  Small and large sizes tend to be more expensive to buy and less valuable to sell (-10% for dwarf size, -40% for troll size, -60% for giant size).  For breakaway armor, add 20%.

Modifiers to pricing
Unusual size		3/5      troll, goblin, orc, oarg, ogre
Really unusual size 	2/5      kikiyu, werewolf, horse
  ::: also used for other magic item types (belts, potions, etc.)

Breakaway		4/3      (D)
Breastplate		as chain-shirt
Chain Shirt		average of chain and leather
Jerkin			5/7 of the base type

Notes on pricing: Magical armor has value for its durability in the face of physical abuse and corrosion, for its absorptive value, and for its light weight.  The first of these factors is shared by all armor, including +0.  Each additional "plus" adds more value than the preceding point for the same reason high-slot-count spell storing rings are so valuable: you can only wear one set of armor at a time.  Plate and scale armor have disproportionately high value at high "plus", where their weight disadvantage decreases.  Leather armor has disproportionately high value at low "plus", since there its "plus" is a greater fraction of its base absorption, and at high "plus" its light weight matters less.  Shields' interposition probability also rises with magical "plus", so shields go up in value with "plus" faster than armor does.  High-"plus" shields are also especially valuable because they cumulate with armor.  Small shields and large shields behave in price like light and heavy armor, for the same reasons.  Chant-gesture Magic Users are adversely affected by all armor, to the extent that it takes them 7 sec to cast a spell (after training) when wearing any armor, and spells may misfire occasionally (less often with very light armor).

Magic values -- Weapons

These prices are for Lawful weapons of normal ego.  Low ego would lower the price somewhat, and high ego would raise it.  Multiply by 1.25 for unaligned weapons.  The Temple of Kurn advertises that it pays generous bounties for Chaotic weapons.

Notes: Prices for enchanted weapons depend crudely on the mass of the weapon, because the magical power needed to influence the path of a heavier weapon is more than for a lighter weapon.  Bows are hard to enchant because they magically direct their missiles (though a magical arrow is needed to harm a specter).  +0 bows are valuable because they require little care.  Throwing weapons are easy to enchant because more conscious effort is used in aiming them than a sword.  When loosing a magic arrow from a magic bow, use only the higher of the two "plusses"; they do not cumulate.

				[2,3]	[2,3]
	+0	+1	+2	+3	+4	+5	+6	+7
Thrusting dagger	10	 24	 50	 90	143	210
Saber, rapier	 12	 30	 66	120	192	282

Short sword	 14	 33	 71	128	204	299

Long Sword	 15	 35	 75	135	215	315
Mace	 15	 35	 75	135	215	315	415	500
Battle Axe (one-hand)	 15	 35	 75	135	215	315
Sledge (Dwarf) Hammer	 15	 35	 75	135	215	315

Flail, Maul, Bastd swd 	16	 37	 79	142	226	332
Military Pick	 16	 37	 79	142	226	332
Spear	 16	 37	 79	142	226	332

Great (Dwarf) Axe	 17	 39	 83	149	237	347
Two-hand sword	 17	 39	 83	149	237	347

Throwing dagger	  1	 3	 7.5	 15	 50	100
Arrow or quarrel	  1	 3	 7.5	 15	 50	100
Bow (all varieties)	 20	 50	110	200	320	470

Weapon Equivalents
Club == mace
Cleaver == long sword
Hammer == mace
Handaxe  == 2x throwing dagger
Harpoon  == spear (but does 2x damage)
Morningstar == flail

Special Abilities for Weapons

Augmentation (20HP 1/day dur 8 hours)	300
Charm person	 100
Charm Troll	50	1/rd, 3 seg
Cold	 45
     (in bow)	 50
Cold	0	1d6/min. area effect
Compel truth 	226
Cold Resistance	40.0
Complete Cold Resistance	200.0
Complete Fire Resistance 	200.0
Complete Fire Resistance 	200.0
Complete Pro / Death, FoD, Cloud of Death	450
Complete Pro Paralysis	                 150
Complete Pro Stone	150
Continual light	 20
Dancing	180	[3]
Detect Altitude	10.0
Detect ethereal	18
Detect etherseal	 18	[3]
Detect evil and/or good	38
Detect gems	 30
Detect gold	 20
Detect illusion	30
Detect magic 1	 45	2 seg, @10 min
Detect magic II	60	@10 min
Detect metal and kind	 23
Detect secret doors	 38
Detect shape changers	 28
Detect shifting walls and rooms	  9
Detect sloping passages	 11
Detect specific mineral/gem	* 	1-3 depending on usefulness
Detect traps	 45
Detect undead	30
Dispel magic gen	150	3/day, 2 seg
Dispel magic gen	80	2/day, 4 seg
Dispel magic gen	90	2/day, 3 seg
Dwarf return ability (found only in sledges)	135	[3]
E-shield 2	115	18 ep provided to run it
ep storage (clerical)	13.333	per ep
Fire resistance	 40
Fire spell reduction	31
Flaming	 45
Flying	 68
Flying (7 hexes / seg)	 110	
Freeze Water	10
Giant Strength	150
Globe of Invulnerability	100	1/day
Globe of Invulnerability, complete	260	1/day, 2 seg
Heal  (wielder only, 2D6 once/hour)	150
Heal (10D6 1 seg 4/day, 60’ LOS)	833
Heal (wielder only, 1D6+1 once/hour)	120	[1]
Heal (wielder only, 3D6 3 seg 2/day)	100
Heal (wielder only, 3D6 once/hour)	200	[3]
Heal (wielder only, 4D6 1 seg 3/day)	250
Heal (wielder only, 4D6 2 seg 3/day)	200
Illusion generation	135
Improved Pro Withering	68	half-quarter, +4 to save
Infravision	 27
Invisibility	 40
Invulnerability II	80	1/day, 1 min.
Levitation	 45
Life energy draining	135	[3]
Light 15' radius	5
light beam vs trolls	5	stones rock troll in 4 seg
Lightning Bolt, full, 6-8 D6, 1/day	60	[3]
Lghtng Bolt, full, 10D6, 100’, 2 seg 2/day	100	[3]
Lightning 6d6, 3/day, on strike	16
Lightning trap	200	1 spell
Locate object	 53
Mental Shield	90
Passwall (2/day)	110
Pierce Darkness	75
Protection +2	120
Protection +3	240
Protection +7	500
Protection from Death (+5 save)	40
Protection from Normal Missiles	53
Protection from Normal Missiles	70	300 lbs
Pro  Power Word Kill (+8 Save)	300
Protection from Stone (+4 save)	25
Protection from Stone (+6 save)	39	[3]
Read magic	 53
Regenerate	300	3/rd
See invisible	 33
Speak a language (the sword talks)	1-3
Speed +20% in a bow 	 50	[3]
Static Shield I	30
Static Shield II	60	[3]
Static Shield III	90	1/day 10 min.
Strength increasing 1-4X (1/day, 20 min)	 75
Telekinesis	105
Teleportation (3x/day)	180
Turn target to stone 1/day (with save)	75	[3]
Turn holy spells	360
Water-breathing	50
Water-walking	38
X-See		105

Specific Target Abilities

Cleric slaying	45	[2,3]
Dragon slaying	75	[1]
+2 vs Goblins and Kobolds	11
+2 vs illusionists	4.0
+2 vs Lycanthropes	8
+2 vs MUs	18
+3 vs Orcs, Goblins, and Kobolds	31
+3 vs Shape Changers	40
+3 vs Trolls	12
+4 vs Fire Giants	9
+5 vs balrogs 	15
+5 vs giants	20
+6 vs charm	30
+6 vs fire creatures	30
+6 vs gorgons	24
+7 vs insect races & insects	35
+8 vs evil clerics	30
+8 vs trolls	32
+10 vs trolls	 40
+10 vs stoning creatures	40
+20 vs evil troll priests	53
+20 damage vs trolls 	 80

Magic Values -- Potions
Values shown are in GP.
All potions last 1 hour +D6x10 minutes unless otherwise noted.

Animal Control	 800	(3D6 rats, 2D6 dogs, D6 horses or larger)
Anti-Magic Shell	25000
Clairaudience	 825
Clairvoyance	 825
Cloudkill	2500	purple mist, perishable
Cold Blast	25000
Cold Resistance	1000	(+2 save, -1 HP/die damage)
Command [1]	8000	(2D6 humanoids as per Control Person spell)
Compl Cold Resistance	7500
Compl Fire Resistance	7500
Delayed Restoration	37500	2D6 rounds, trigger at will, triggers itself at end
Diminution	1000	(shrink to 1/10 normal height)
Double Strength	5000
EP Regeneration	50000	(D)  complete
Dragon Control	7500	(1-3 Dragons, as Charm Monster)
Dumbness	 600	(sip -> can't speak for 10 min)
Elixir of Recuperation	5000	(heals all wounds in 3 days, reduces RD recovery time to 3 days)
Extra Healing	1500	(2D6 HP)
Extra-Super-Healing 	12000	10d6
Facile Magic [2]	2500 	MU can memorize one extra spell, at the highest level he currently can memorize, for 1
                   day.)
Fireball	10800	8d6
Fire Resistance	1000	(+2 save, -1 HP/die damage)
Flotation	10000
Flying	1125	(as Fly spell)
Fortitude [1]	6000	(adds 4 to CON for 3 days)
Gaseous Form	2250	(does not convert possessions)
Gaseous Form	3800	(converts possessions)
Giant Control	3000	(1-4 Giants, as CM)
Giant Strength	1500
Growth	1000	(grow to 5x normal height; possessions are not affected)
Healing	 500	(1D6+1 HP.Price subsidized.)
Heroism	1125	(L1,2,3,4,5 -> 4,4,3+1D2,5,6; affects combat abilities only.)
Human Control	2500	(equivalent to a single casting of a Control Person spell)
Improved Heroism	2500	(L1,2,3,4,5,6,7,8 -> 3+D2,4+D2,6,7,6+D2,7+D2,8,9)
Impr. Invis/Giants	8100	(this is 60% of normal price)
Levitation	 600
lnvisibility	 825	(permanently negated by offensive acts)
Longevity	10000	(stops ageing for 10 years; reverses Withering.)
Ltng Resistance	1000	(+2 save, -1 HP/die damage)
Mindhear	2250
Mindshield	2250
Oil of Etherealness	5000	(makes non-lead items ethereal along with the user)
Oil of Resurrection [3]	25000	(as RDF spell if applied within 1 hour, or RD if within 6 hours)
Oil of Slipperiness	 650	(immune to webs, hugs, Bigby, etc.)
Plant Control	 600	(1D6 large plants, or 10,x10'area of small plants; range 60 feet)
Pleasure 	1000
Polymorph Self	1875
Potion of Pro Undead	7500	10 pts abs (vs undead), extra ST vs life-drain
Regeneration	2500	(regrows severed limbs in 1-14 days, during which imbiber sleeps.)
Restoration [2]  	30000	(restores full hit points)
Revitalization [2]	20000	(restores all effects of life energy drain, if drunk within 1 week)
Speed	1500	
Stealth	825	move with no noise, (20 min+D6xlO min)
Stone-to-Flesh 	7500
Superhealing [3]	???	(5D6)
Superheroism	5000	(L1,2,3,4,5,6,7,8,9,10,11 -> 5,6,7,6+D2,8,9,10,9+D2,10+D2,12,12)
Teleport	15000
Thought Reception	2250
Troll Control	3000
Undead Control	10000	(2D4 under 4 hit dice, D4 of 4+ HD)

Poison [2,3]	damage:	1D6	2D6	3D6	4D6	5D6	6D6	7D6     8D6    9D6  10D6  12D6   15D6   20D6   30D6
		GP:	400	800	1600	3200	4800	6400	8000   9600   11.2   12.8     16      20.8    28.8    44.8

Magic values -- Rings
values in kGP

Absorption 	140	3 pts, combines with everything
Augmentation	90	2d6+2 hp/day
Augmentation [3]	 90	(adds 10 HP, noncurable; regenerates in 24 hr)
Augmentation	100	10 hp/day
Augmentation	150	15 hp/day
Augmentation	200	20 hp/day
Augmentation	300	30 hp/day
Cold Resistance 	45	(+2 save, -1 HP/die damage)
Compl Prot Cold [3]	200
Compl Prot Fire [2,3	200
Compl Prot Ltng [3]	200
Compl Prot Life Drain 	200
Compl Prot Withering	87.5
Detect Magic	4	glows near magic
Dimension Door	50	5 seg, 2/day
Dimension Door	100	5 seg, 3/day
Djinn summoning	450
Energy Level +4	150	must wear continuously for 7 days
EP draining	10	1kGP to sell. Lose 1 EP/min. remove only w/Remove Curse
EP regen [2,3]	 200	4/3 rate while wearing, for spells cast while wearing
Fast Powerbolt	125	may cast in 1 seg for 10 ep
Faster Combat	150	first 1/4 or -1 seg., 3/day
Fire Reduction	120 	+6 saving throw vs. fire, -3 per die for each of the first ten dice
Fire Resistance [2]	53	(+2 save, -1 HP/die damage)
Fireball Catching	90	1 FB, 2 seg. throw, remove to dissipate
Flying	80
Giant Strength	120
Glow 	3	 can see 30' (D)
Heighten Dexterity	50 	+2
Human Control	195	1 seg, 60’ range, 1D3 persons, lasts 4+D6 rounds. Try available targets 
every seg until 1D3 fail to save. Reuse once every 10 min (D)
Improved Invis to Giants	63
Improved Cold Res	106	(+4 save, 0.25/0.5 damage)
Improved Fire Res [2]	106	(+4 save, 0.25/0.5 damage)
Improved Ltng Res	106	(+4 save, 0.25/0.5 damage)
Infravision	30
Invis/See Invis	60
Invisibility	45
Life 	300 	Compl Pro/death, fod; 1/2-save vs. cloud of death, mortification
Lightning Reflection	110	~=ILR
Lightning Res	45	(+2 save, -1 HP/die damage)
Magic Missiles	1/zap	1 seg, 1 zap/rd, 3d6
Magic Missiles	1.5/zap	1 seg, 1 zap/rd, 12EL (== 1d6+12)
Mammal Control	90	(3D6 small, D8 large, complete control)
Many Seeing-Aids	110 	 IV, DI, Det Illusion, Stone See 1
Morlak's Sleep    sleeps: 1   2   3   4   5   6   7   8   9   10
                  value:       10  20  30   38  45  50  55  60  65  70      (spell storing for SLP, Impr SLP)
Ogre Power 	100
Pro / Death	 225	+6 vs. Death, PWK, Cloud of Death, FOD
Pro /Polymorph 	60 	+8
Pest Repulsion 	3 	5' radius, 1 hp max
Pierce Darkness 	45
Plant Passage	10
Precognition [3]	360
Prot from Charm 	25	+6 save, poor durability)
Prot from Cloudkill [3] 	38	immune to cloudkill damage
Prot from Confusion	70	+6 save; immune to Umber Hulk)
Prot from Stone	100	+4 save vs stoning, and revert to flesh in [20 min x   pips by which
 save failed] if ring not removed)
Prot from Undead [1]	100	(-15 to be hit, gives a +6 save vs drain)
Prot. +2 vs spells [3]	55	(no effects on absorption)
Protection +1	45
Protection +1, 5'r 	68
Protection +2	100
Protection +3 [1] 	200
Quick Healing        1=125, 2=175, 3=200, 4=215, each zap after adds 10 1/4 seg, 4d6, #zaps/day:)
Regeneration	375	1 HP/10 min, no EP)
Retain Magic	75	2 EP max)
Retain Magic [2,3]	240	6 EP max)
Comp/Pro Holy Spells	400	LV 6 spells or less
See invisible	38
Shooting stars 	40 	3D6 FB, Light 240,, 3D6 solid missile [must aim to hit], l per 5 sec, 
works only under night sky)
Silence	50	wearer only
Silence 15' r 	95
Speed	80 	Movement only, not cum. w/boots
Spell holding [2,3] spells: 1    2    3    4     5    6
                                  120 160 215 275 340 415
Spell Speed	225	cast 1 seg faster (min. seg 1)
Spell Speed MU+CL 	275 	cast 1 seg faster (min. seg 1)
Spell Storing	180 	2 slots with 6-ep limit
Spell Storing	240	1 slot with 18-ep limit
Spell storing [2,3] spells: 	1    2    3    4     5    6
	                                 180 280 400 540 680 840  (D)
Spell turning	360
Strength +2	60	 (before any other modifications)
Strength +3	90 	 (before any other modifications)
Strength +4	120	 (before any other modifications)
Strength  +5	150	(before any other modifications)
Sustenance	10
Teleblock	225 	10' radius
Telekinesis	90	200 lb, 120 ft, must concentrate
Telepathy [1] 	90 	project to a single being; LOS only unless user has mental abilities
Teleport 2/day, 4 seg	120
Teleport 3/day, 5 seg 	140
Two-Way Telepathy 	120	200 mile range, two rings
Water Breathing 	40
Control Water Creature 	120	 1/rd, high hit dice, limited telepathy
Water walking 	38
Weakness 	15	1.5 kGP to sell
X-See	105	10'/10 min, 30' max sight

Special Rings

Many Magic Missiles	35	34 zaps, 20 at once
Many Resistances	200	FR, CR, LR, + vs paralysis (kgp=p/stone)
Strength  +6	250 	(after any other modifications)
EP Conversion	180		one-third of the time, spells targeted on the wearer will be absorbed and 
converted, at 1:1, into MU ep (many details - see Summer 1998 notes)
Ring / Ethereal Day	350 	(D) 3 seg, every 6 months, free travel to/from ethereal plane
Extra EP Capacity 	466.67 	increases your total EP capacity;  does not raise EL;  must wear for 21 
days to obtain the effect;  you keep the ep even if you remove the ring (they just don't come back);  the amount raised is the sum of the numbers from 12 to your INT;  priced as EP Storage device, assuming INT=16, and with the ring penalty
Stamina Healing 	50	if you know the stamina-based healing system, this ring lets you cast 
cure dramatic wounds (6d6), 2 seg, 2/day, 60' range, cost of 3 stamina
The Blue Ring 	1550 	 pro +3, +3 to each stat (max 20), double effect of holy Nepdar spells
Fire Absorption	140	 absorbs 3 fire spells per day that occur within 80' of the wearer; ring 
does not absorb explosive force but relocates ground-zero to the wearer

Magic Prices -- Miscellaneous Magic

Prices are in kGP.  Greyhawk definitions unless otherwise noted.

All-Reflecting Shield	35	(reflects frontal lightning if interposed)
Amulet of Augmentation	75	5 hp/day
Amulet of Augmentation	300	20 hp/day
Amulet of cp/Metaphysics	200	3 zaps
Amulet of CFR and CCR	575	(D)  non-Mazdaqian
Amulet of Dragon Shapechange	200	5 seg, 3 breaths/day, 20', brown
Amulet of EP Storage	240	20 ep, 1:1 charge
Amulet of Giant X-formation  1350	Mu only, 5 seg, 8' version of self, str 30, good hp, fight at .5 * MU level
Amulet of Inescapable Location	 18
Amulet of Mindshield	90
Amulet of Mental Shield	200	st35, near-matte 
Amulet of Pro /Charm	 25	(+6, poor durability)
Amulet of Pro/Necromancy	150	+6 st vs death, f.o.d., etc.
Amulet of Pro/Stone	120	+3, revert ability
Armband of Shield Force	150	as a medium shield +3
Amulet of Spell-Holding	400	two cabalist symbols
Amulet of Spell-Storing	180	two slots, LV=7, Lothar and related spells
Amulet of Wakefulness	200	  wearer needs [8-(CON/3)] hours each night but still gets full rest and full ep recovery; 
must wear for 24 hours before it begins to work;  extra wake-time must be used on "restful activities" (like guard duty) and not "taxing" ones (like weapons practice, spell study, device making)
Armband of Better Heal. Pot.	150	max effect, 2/day
Arrow of Direction	195
Bag of Devouring [1]	 20
Bag of Holding	160	100 lbs. (base 130 kgp + 30 kgp per 100 lbs)
Bag of Holding	280
Bag of Transmuting	 15
Bag of Tricks	 80
Baldric of 2-5x Strength	180
Beaker of Plentiful Potions	 80	x value of one week's potions
Belt of Cold Healing	475	1:1, Crystallize for half
Belt of Teleportation	400	5/day, 2 seg
Boots of Increasing EP 15%	450	black leather; while wearing them, your max ep limit is raised by 15%; 
(can be packed to fit a hobbit but not stretched to fit a troll)
Boots of Levitation	45
Boots of Speed	 45
Boots of Traveling & Leaping	 45
Bowl of Water Elementals	120
Bracers of Absorption 10	633.333	non-cumulative w/armor or spells (treat 'non-cumulation' as ring penalty)
Bracers of Defense	abs:	 1	 2	 3	  4	  5	  6	  7	  8	   9	  10
		25	54	88	150	230	320	430	560	 740 950
		(not cumulative with armor)
Bracer of Extra Damage +7	300	clerics only
Bracer of Giant Strength	150
Bracer of Impr. Memorization	150	+2 slots of highest level
Bracer  of Pro/Disintegration	75	+6
Brazier of Fire Elementals	150
Brazier of Sleep Smoke	 25
Broom of Flying	113
Cap of Deafness	 30	(can't hear while worn)
Censor of Air Elementals	135
Chameleon robe	 85
Chime of opening	 75
Circlet of Telekinesis	400	10 tons, very slow
Cloak - +0	150	"MU Armor 2" usable by MUs only (not even F-MUs), as Bracer of Absorption 4,
 enc. 30
Cloak of 3x Regeneration	260
Cloak of Invis. to Troll-Orcs	40.5 	like ring, but non-ring w/creature discount
Cloak of Quick Change 	20	two patterns
Cloak – Super Elven	1015	silvery-green, Elven make cloak, DM2 = 10, Prot +4, CFR, Imp Invis vs. trolls, and 
if you are an elf it helps move silently as a regular Elven Cloak and gives +1 to all stats
Crown of Charisma +2	150
Cube of Force	200
Device of Teleportation	180	(3x/day, 5 sec, use by anyone)
Displacer Cloak	280
Drums of deafness	 10
Drums of panic	120
Dust of Appearance	1.5	per pinch 
Dust of Disappearance	  2	per pinch, , a ring needs ¼ pinch
Dust of Sneezing/Choking	 20	per pinch
Earring of CON +1	 36	character stats are all 24 kgp/pt
Earring of CHA +1	 36
Earcuff of CHA +2	72
Ebony fly	105
Elven Boots	 15
Elven Cloak	 15
EP storage device	 10	per EP  (charge 2:1, discharge only by charger)
Eyes of charming	75
Flask of Endless Water	60
Flask of Continuous Water	10	refills 1 quart of water per hour
Flask of Continuous Water	1	 enough to act as a vase for flowers
Flying carpet	50
Gauntlets of Dexterity	 75	(+2 dex)
Gauntlets of Ogre Power	120
Gauntlets of Swim/Climb	120
Gem of brightness	115
Girdle of Fem/Masculinity	15
Girdle of Giant Strength	150
Girdle - STR +4	180	in-line, as 150% of comparable ring
Glass of seeing	28	(see invisible when looking through the window)
Golden Key	950
Protection +4 (normal combining rules); wearer can open many things just with normal grasp (incl. Wizard Lock, Sorcerer Seal);  item also has lots of magical ties to specific things; virtually indestructible; Mazdaqian;  you may not wear another such key at the same time.
Golden lion (3HD)	 90
Helm of Absorption 3	210	combines with armor/clothing
Helm of Brilliance	260
Helm of EP Storage	300	30 ep, 2:1 charge, ep only to charger
Helm of Many Teleports	800	18/day, 3 seg
Helm of Read Magic	 33
Helm of Telepathy	195	(read thoughts within 90', implant suggestions)
Helm of Teleportation	 180	(useable only by MU who has TP memorized, to TP himself only)
Helm of Teleportation	190	3/day, 1 seg, CG/PW MU only
Helm of Underwater Vision	 35	(see in water as in air)
Horn of Blasting	113
Horn of Excessive Loudness	10	thrice as loud
Horn of Valhalla, bronze	 90
Horn of Valhalla, iron	120
Horn of Valhalla, silver	 60
Horseshoes of speed	 30
Ivory goat of fighting	 30
Ivory goat of fleeing	 10
Ivory goat of slaying	 30
Javelin of Lightning	  5
Javelin of Lightning	11.5	15d6
Jug of Alchemy	 60
Luckstone	150
Lyre of building	300
Marble elephant	 90
Mattock of the Titans	 40
Medallion of Mindhear, 30' r	 75
Medallion of Mindhear, 90' r	113
Medallion of Tht Projection	 40
Medallion of Tht Rcptn, 30' r	 75
Medallion of Tht Rcptn, 90' r	113
Mirror of Life Trapping	430
Necklace of Fast Action	100	-1 seg off any action, action becomes 'fast magic' if already 1 seg,
 works for MU spells and clerical non-holy spells, usable 1/day
Necklace of Missiles	*	as keyword scroll of same power
Necklace of Improved CR	159	as 150% of comparable ring
Necklace of Undead Avoidance	50		the undead will avoid you 75% of the time; drained levels can be fully restored at
the rate of 1 per Restoration spell
Necklace 'Wisdom boon'	200	-1 ST vs your spells for every 2 pts WIS >14  (e.g., 16 gives -1, 18 gives -2)
Onyx dog (searches only)	10	+ 8x charges
Pipes of the sewers	 90
Portable Hole	350	(6 klb max content to close)
Portable Hole	425	4/3 size
Red Golem	50	a Figurine of Wondrous Power: reddish statue turns into a golem, 60 hp, 10 abs, hits 
on 0%, damage d6+10, immune to fire, move 10, destroyed if killed, heals in a day, use 1/day, 6' tall, activate via hidden button on foot, verbal command to revert, 3 seg to grow/revert (1 wait + 2 change)  [ goat? ]
Robe - +0, darkened	10	absorbs light -> appears very black
Robe - +0	125	"MU Armor 1" usable by MUs only (not even F-MUs), thermal comfort, "umbrella" ability, and 2 pts of absorption cumulative with other sources
Robe of blending	700	(full capability, but voice not blended and effect lost if pointed out)
Robe of eyes	240
Robe of Powerlessness	 25
Rod of Converting [3]	110
Rope of Climbing	 55
Rope of Entanglement	115
Saw of mighty cutting	 15
Scarab of Protection	120	+ 15x charges
Spade colossal excavation	20
Sphere of Annihilation	400	(cannot pass Pb)
Sphere of Spell-Turning	1000	turns magic spells, holy spells, items
Stone of Earth Elementals	180	
Talisman of the Sphere	150
Teeth of Augury	300	3/day, 75% true
Tome of Alglagorn's Puissant Device Creation   300
   works for all mage classes;  usable once every 5 years, duration 1 year;
   you make devices "100% faster" (meaning "in half the time")
Tome of Leadership	400	WIS+3, CHA+3
Tome of Charisma +1	39.6	read every day, in Lycanthran (4 weeks to learn)
Tome of Transparent to Metal	250	1/day, 1/8 seg release, 1 seg dur (in Lycanthran)
Trident command wtr creats	8	+ 2x charges
Trident of submission	350
Trident of warning	 53
Wings of Flying	 50
Wizard's Robe                        	280     (-5 to target save vs charms and  polymorphs)

	Magic Prices -- Wands and Staves

"*" indicates permanent (uncharged) wands and staves.  New wands not marked with "*" have 100 charges, and new staves have 200 charges. Prices are for fully charged wands in kGP.  Prices for wands with less than full charges are calculated from a 10kGP base, and linear pro-rating of the number of charges.  Wands do 6D6 damage, staves 8D6.  If useable by any class, add 50% to price.

Wands

Cabalism	350	(D) 2 seg spell-casting
Cloudkill	55
Cold 	 73
Cold Resistance	 40	[3]
Compl Cold Resist	160
Detect Sec Doors & Traps *	 53
Detect Magic * 	53
Detect metal *	 23
Disintegrate Metal	100
Disintegrate Wood	40	<C/MU>
Fear  	 44
Fire Resistance  	40	[3]
Fireball 	 58
Firebeam 	 38	[1]
Firebeams	65	6d6, <all> (==1.7x)
FLB	120 	<all>, 8d6
Illusion 	120
Lightning Bolt 	 58
Magic Missile 	 18
Negation 	 35
Otiluke's	110.96	 10EL
Paralyzation  	 60
Paralyzation 	60
Plant Animation	45	limited telepathy
Polymorph Others  	 75
Singularized Ltng Bolt	76
Tenser’s Floating Disk 	 38	[3]
Wall of Stone	68
Wall of Wood	36
Webs   	 48	[3]
Wizard Lock 	 27	[3]

Staves 

Clerisy	380	(D)  <C> pro +3 holy, 4 CSW, 2 RA, 2 paral. [640.0 = 200 + 200 + 200 + 40]
Cold	150	8d6
Commanding  	300	(Animal/Plant/Human Ctrl, as potions)
Cone of Fire	200	15d6
Flame  	 60	+ 0.25 x charges
		(any MU can cast 4EP FB of 2D6 extra damage [5D6 min], or 6EP Wall, of Fire, det fire creature within 50 , +3 save vs fire, -1D6 from fire damage, Flames on command)
Full Ltng Bolt	150 	8d6
Healing * 	 45	(1D6+1, unlimited use, but only once/day on each target, and only useable by clerics)
Power	270	(Cold cone, FB, LB, Striking, Contin Lt, Telekinesis, 8D6 x charges Final Strike 30'r)
Snake Staff *	105	(clerics only, +1 ToHit, +1 damage; changes to directable snake on command)
Striking *   	 65	(2D6 extra damage on each hit)
Withering   	 75
Withering	210	 <C/MU>
Wizardry	380	(as Power, plus +1 ToHit, Paral, Invis, Wall  of Fire, Passwall, Whirlwind, Webs [no summoning])summoning])
Rods
Disintegrate Object	100
Fast Heat Metal	150 	<all>, 1seg, 1d100 duration, aim per 10'
Null Magic Gen.	150	<all>
Paralyzation	60
Firebeams	65	6d6 (usable by all)
Full Ltng. Bolt	116.56	16d6, MU only
Sing. Ltng. Bolt	270	metaphysical, 10d6, 4/day, 1 seg. 
(base 150 (staff) + 50 (extra 2d6) - 20 (day limit) * 1.5 (non-magic))
Smiting Shadows +3	300	+12 vs Shadows, MU only, the following spells as if CL8:
static shield 2 (1/2 seg, 1/day), e-shield 2 (1 seg, 1/day), SLB (1 seg, 2/day, 8d)
Transformation	350	six forms

Sceptre of Death	400	<all> death 2/day, fod 3/day, +5 vs them

	SCROLLS AND SPELLS

[WBH note: This section is proposed 90-1-5.  Scroll prices are reduced at high levels.]

The Guild sells scrolls at the following prices (in kGP).  It will usually buy scrolls for about one-third of these prices, except that strange combinations may fetch far less, and very useful spells may fetch up to one-half of the to-sell price.

Scrolls types are:	A. Spellbook - records spell, but no energy
		B. Triggers when read with Read Magic
		C. Triggers on spoken keyword
		D. Triggers on reading in common language
		E. Triggers on opening

MU Scrolls

			Scroll Price in kGP

Scroll type:		A  	B	C	D	E

	EP of spell
	1-2	0.4	 0.5	1.5	1.0	 1.75
 	3-4	 0.8	 1.0	 3.0	 2.0	 3.5
	 5-6	 1.4	 2.5	 7.5	 5.0	 8.75
	 7-8	 2.4	 4.5	13.5	 9.0	15.75
	 9-10	4.2	 7.0	21.0	14.0	24.5
	 11-12	 7.9	10.0	30.0	20.0	35.0
	 13-14	14.8	18.4	55.2	36.8	64.4
	 15-16	25.0	29.5	88.5	59.0	103.0
	 17-18	35.0	47.2	140.0	94.4	165.0
	 19-20	57.0	75.5	227.0	151.0	264.0

A Clerical Scroll (available for non-Holy spells only) costs the same as a MU scroll for a spell requiring twice as many MU EP as the clerical spell level.

Caster Level of a Scroll
Typical scrolls are written by an MU whose level is equal to the ep-cost of the spell.  

For Dispel and EP purposes, treat a spell cast from a scroll as if it had been cast by the same level MU as the EP of the Spell, unless a premium is paid for a higher level MU equivalent,  at a multiple of 1.1^(difference in caster level):

Scrolls prepared as if cast by MUs up to level 20 can be arranged with enough advance notice, but may not be available on demand.

So an E-bolt, 12 EP, scroll would be made by made by a level 12 Chant Gesturer MU who, assumed to have just turned 12th level, and therefore his EP level is 17, so the Ebolt does 17x2=34 dice.

The method of determining the cost of a scroll cast by an MU whose level is higher than the ep-cost of the spell is to find the Cost Multiplier based on the level difference in the table below: 

         Level difference:    1        2            3          4          5
         Cost multiplier :   1.10     1.21     1.33     1.46     1.61

         Level difference:    6        7            8          9         10
         Cost multiplier :   1.77     1.95     2.14     2.36     2.59

         Level difference:    11       12       13         14        15
         Cost multiplier :   2.85     3.14     3.45     3.80     4.18

For example assume a keyword E-Bolt scroll was made by a  LV 19 MU .  E-bolt is a 12-ep spell. Take the difference between the level of the scroll manufacturer and the EP of the spell, or 19-12 = 7, so the cost multiplier is 1.95 x the price of a standard  12 EP scroll.

 The prices of "under-powered" scrolls decline at a slower rate than theprices of "over-powered" scrolls rise.  If the caster's level is lower than the ep-cost of the spell, we will use a divisor of 1.07.  A table of values follows:

         Level difference:    -1       -2       -3       -4       -5
         Cost multiplier :   1.07     1.14     1.23     1.31     1.40

         Level difference:    -6       -7       -8       -9       -10
         Cost multiplier :   1.50     1.61     1.72     1.84     1.97

         Level difference:    -11      -12      -13      -14      -15
         Cost multiplier :   2.10     2.25     2.41     2.58     2.76

The MU Guild will now buy scrolls at 1/3 list price.  

The pricing scheme outlined here will be used for purchasing ready-made scrolls from the MU Guild, or for sale of scrolls to the MU Guild.  If you desire to commission a scroll, a DM-determined premium will be levied.

High pricing of scrolls made by high-level MUs  is partly intended to represent that the Guild simply does not ask such people to drop what they are doing in order to make scrolls.  A premium for custom-made scrolls captures this idea more exactly.      

Finally, although the average scroll available at the MU Guild will be of average power, they will sometimes have scrolls that are more powerful or less powerful.  Dale will determine the availability of such scrolls.  The pricing of these scrolls is described below.

Cast Spells	[WBH proposed 90-1-15, mod 92-12-10]

To determine the cost of arranging through the Magic-Users' Guild to have a spell cast at a time and location convenient for the caster, simply consult Table 1 below to determine the cost per EP.  A mutually negotiated premium will be charged for casting at a time or place convenient for the purchaser.            

     Table 1. Minimum Caster Level for Guild Spells

	 Spell EP:	1-4	5-8	9-10	11-12	13-14	N>14
 	Min caster level:	3	4	6	7	9	N-3
	Cost per EP (GP)	60	90	260	280	350	*

           * cost/EP for CG MU of level N-3, from Table 2

The Guild also allows all its members to cast spells for hire, at prices that may be below those charged by the Guild.  Minimum prices are enforced by charging the caster a tax on his profit.  For spells with no caster level or E-level dependency, the caster must return to the Guild half the amount shown in Table 1.  For spells that depend in any material way on caster level or E-level, the casting mage must return to the Guild half of the standard price per EP shown in Table 2.  Convenience premiums are negotiated by the caster and purchaser, and are not taxed by the Guild.

The Guild will arrange to have spells inserted in spell-storing rings for double the price shown in Table 1.

The Guild can provide untriggered Cabalist symbols (with advance notice), at 1.5X the amount shown in Table 1.  For Cabalist members the tax on untriggered symbols is 2X the tax on a cast spell price, so that the caster's profit nominally remains 1/2 the cast spell price.

[WBH Note 92-12-10: Although Cabalists no longer have the ability to stock symbols for extended periods,  the delayed-trigger ability of symbols will still command a price premium.  As it is in the Guild's interest to equalize profits for all its members, the Guild recovers most of that premium for itself by differential pricing.]

In return for its payment, the Guild provides many valuable services to its members, such as regulating the spell market.  Spells arranged directly through the Guild are of high quality.  For example, a Guild-arranged spell will always be cast by a mage of no less than the level given in Table 1.  Furthermore, any E-level-dependent spell arranged by the Guild will be cast at an E-level no less than the maximum E-level for a CG MU of the minimum level shown in Table 1.

[WBH note added 92-12-10:  The prices for cast spells described above seem too high, at least above 8 EP spells.  Remember that the prices are per EP.  What is a reasonable cost for a spell to be cast at a place convenient to the caster?  The only upper limit is the price of a comparable scroll, but obviously the spell costs far less to the caster.  Let's decide on reasonable costs, and adjust the tables accordingly.

We might list Guild prices for specific spells (especially in common or troublesome cases).  This would result in a very long list, of course, especially since the price would have to depend on caster level, at least if the effect of the spell were level-dependent.]
[In the following table, the value of a MU's EP is determined primarily by the highest-order spell that he can cast, and secondarily by his level.  Costs for low-level EP are artificially low because of the presumed large numbers of available low-level MUs.  The costs per EP shown need to be multiplied by 1.5 if the spell is provided as an untriggered Cabalist symbol; see above.]

	Table 2.  Standard Charges per EP by MU Subclass

					Highest Spell Castable				Standard Charge per EP (GP)

	MU level	CG	PW	Th	Cab	 CG 	 PW 	 Th 	 Cab
	1	2	2	2	2	20	20	20	20
	2	2	4	4	4	24	40	40	40
	3	6	4	6	6	60	48	60	60
	4	8	6	6	6	90	72	72	72
	5	10	8	8	8	140	108	108	108
	6	14	10	10	10	260	170	170	170
	7	14	10	12	12	280	200	240	240
	8	14	12	12	12	310	290	290	290
	9	14	12	12	12	350	320	320	320
	10	14	14	12	12	410	410	350	350

	11	16	14	14	14	450	440	440	440
	12	16	14	14	14	500	480	480	480
	13	16	16	16	16	540	540	540	540
	14	16	16	16	16	600	600	600	600
	15	18	16	16	16	800	720	720	720

	16	18	18	18	18	880	880	880	880
	17	20	20	18	18	1200	1200	1100	1100
	18	20	20	20	20	1400	1400	1400	1400
	19	22	22	20	20	1800	1800	1700	1700
	20	22	22	22	22	2200	2200	2200	2200

	21	24	24	22	22	2700	2700	2600	2600
	22	24	24	24	24	3200	3200	3200	3200
	23	26	26	24	24	5000	5000	4000	4000
	24	26	26	26	26	5800	5800	5800	5800
	25	28	28	26	26	7300	7300	7000	7000
	26	28	28	28	28	8800	8800	8800	8800