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Goods and Services Available:
The Imperial Mages' Guild, and its subservient Imperial Mages'
Academy, exist for the benefit of all magi serving the Emperor within the Six
Realms of Thardferr. The following is a listing of goods, services, and supplies
available to Imperial Mages. These lists are taken from a variety of sources,
though the items on the list are heavily modified and adapted to fit Thardferr
and the IMG/IMA.
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Item
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Cost
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Other Notes
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Astrolabe
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25 gp
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Bronze astrology tool, useful for tracking the sun, moon, planets, and stars
across the heavens.
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Blank Scroll
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20 gp
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Vellum, 8" x 12"
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Useful for spells, but also readily adapted to maps and other things.
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15 gp
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Paper, 8" x 12"
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+10% cost
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Paper or Vellum, Dyed
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material +35% cost
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Paper or Vellum, Infused
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material +100 gp
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Special Material, 8" x 12"
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Blank Sheets & Pages
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1 gp
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Common Parchment, 9" x 12"
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To preserve spellbooks against the ravages of time and nature, some
spellbinders purchase additional herbs or chemicals to be infused with the wood
pulp used in the paper making. These treatments serve to protect the pages
against insects, fungi, moisture, and other natural hazards of time and
adventuring. The costs of these infusions raise the costs of spellbooks greatly
(by DMG, spellbooks are 50 gp per page, traveling spellbooks are 100 gp per
page).
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7 sp
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Common Parchment, 6" x 9"
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12 sp
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Common Parchment, 15" x 20"
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2 gp
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Common Paper, 9" x 12"
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16 sp
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Common Paper, 6" x 9"
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3 gp
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Common Paper, 15" x 20"
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5 gp
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Common Vellum, 9" x 12"
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4 gp
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Common Vellum, 6" x 9"
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8 gp
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Common Vellum, 15" x 20"
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10 gp
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Treated Paper, 9" x 12"
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8 gp
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Treated Paper, 6" x 9"
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15 gp
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Treated Paper, 15" x 20"
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15 gp
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Perfect Vellum, 9" x 12"
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12 gp
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Perfect Vellum, 6" x 9"
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25 gp
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Perfect Vellum, 15" x 20"
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+10% cost
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Dyed parchment, paper, or vellum
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material +35% cost
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Infused parchment, paper, or vellum
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60 gp
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Spellbook Quality Paper, 9" x 12"
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50 gp
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Spellbook Quality Paper, 6" x 9"
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80 gp
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Spellbook Quality Paper, 15" x 20"
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55 gp
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Spellbook Quality Vellum, 9" x 12"
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45 gp
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Spellbook Quality Vellum, 6" x 9"
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75 gp
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Spellbook Quality Vellum, 15" x 20"
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120 gp
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Traveling Spellbook Quality Paper, 9" x 12"
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100 gp
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Traveling Spellbook Quality Paper, 6" x 9"
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110 gp
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Traveling Spellbook Quality Vellum, 9" x 12"
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90 gp
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Traveling Spellbook Quality Vellum, 6" x 9"
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Blank Tomes & Books
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60 gp
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Journal, 25 pages paper, 6" x 9"
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The journals listed here are nothing more than blank books which may be used
for writing a diary, keeping records, recording maps, or even for taking notes
while researching.
The most important item in this list is the wizards spellbook. Spell Book
preparation is a difficult and expensive process. The workmanship must be
perfect, or nearly so. Materials used in a spell book must be of the highest
quality, to lessen the risk of dampness, mildew, and parasites. Spellbooks are
therefore VERY expensive.
The DMG identifies the cost of a basic Spellbook as 50 gp per page. Traveling
Spellbooks are even more expensive, equalling 100 gp per page.
In a standard (9ื12) size spellbook, each spell requires a number of pages
equal to its level plus 0-5 (1d61) pages. In a small (6ื9) book, the number
of pages equals the level of the spell plus 1d6 pages. Spells in a large
(15ื20) book take one page per level plus 0-3 (1d41) pages. The actual
number of pages a spell takes differs for each wizard. Even if two or more
wizards are recording the same spell, the number of pages varies, since there
are differences in handwriting and notations.
No spell book can have more than 100 pages, and no traveling spell book more
than 50.
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45 gp
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Journal, 25 pages vellum, 6" x 9"
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100 gp
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Journal, 25 pages paper, 9" x 12"
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80 gp
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Journal, 25 pages vellum, 9" x 12"
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150 gp
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Journal, 25 pages paper, 15" x 20"
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125 gp
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Journal, 25 pages vellum, 15" x 20"
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180 gp
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Journal, 50 pages paper, 9" x 12"
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150 gp
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Journal, 50 pages vellum, 9" x 12"
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270 gp
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Journal, 50 pages paper, 15" x 20"
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225 gp
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Journal, 50 pages vellum, 15" x 20"
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500 gp
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Journal, 100 pages paper, 15" x 20"
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420 gp
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Journal, 100 pages vellum, 15" x 20"
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900 gp
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Journal, 200 pages vellum, 15" x 20"
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1,250 gp
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Spellbook, 25 pages paper, 6" x 9"
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1,125 gp
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Spellbook, 25 pages vellum, 6" x 9"
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2,500 gp
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Traveling Spellbook, 25 pages paper, 6" x 9"
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2,250 gp
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Traveling Spellbook, 25 pages vellum, 6" x 9"
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1,500 gp
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Spellbook, 25 pages paper, 9" x 12"
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1,375 gp
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Spellbook, 25 pages vellum, 9" x 12"
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3,000 gp
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Traveling Spellbook, 25 pages paper, 9" x 12"
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2,750 gp
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Traveling Spellbook, 25 pages vellum, 9" x 12"
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2,000 gp
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Spellbook, 25 pages paper, 15" x 20"
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1,875 gp
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Spellbook, 25 pages vellum, 15" x 20"
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3,000 gp
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Spellbook, 50 pages paper, 9" x 12"
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2,750 gp
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Spellbook, 50 pages vellum, 9" x 12"
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6,000
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Traveling Spellbook, 50 pages paper, 9" x 12"
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5,500 gp
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Traveling Spellbook, 50 pages vellum, 9" x 12"
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4,000
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Spellbook, 50 pages paper, 15" x 20"
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3,750 gp
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Spellbook, 50 pages vellum, 15" x 20"
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8,000
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Spellbook, 100 pages paper, 15" x 20"
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7,500 gp
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Spellbook, 100 pages vellum, 15" x 20"
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Book Bindings
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Included in cost of book
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Plain Wood & Cloth
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+5% cost
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Plain Wood & Leather
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Material +30% cost
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Exotic Hide, Skin, or Fur
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+15% cost
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Silver-edged pages
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+25% cost
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Gold-edged pages
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+10% base cost
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Tooled or Engraved cover
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+100% cost
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Silver-gilt cover
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+150% cost
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Gold-gilt cover
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Material +25% cost
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Gem-inlaid cover
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65 gp
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Lock, average
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100 gp
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Lock, good (
-5% pick locks
)
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200 gp
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Lock, excellent (
-15% pick locks
)
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Book, Educational or Informative
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50 - 100 gp
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Common Topic
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Since the Third Mage War, books in Thardferr are rare, though a few were
salvaged. Common topics include major histories, lexicons, and common
bestiaries. Uncommon topics include local history and folklore, heraldry and
lineages, military texts, and monstrous bestiaries. Rare topics include
specific historical events and individuals, monster ecologies, and sage
reference materials.
Books dealing with common topics are available 50% of the time in major cities;
uncommon are 25% available; rare are only 10% available. In smaller cities and
towns, there is a 20% penalty to this roll. Occasionally, there are surviving
or scribed duplicates of common or uncommon books (if the book is available,
roll the percentile again, a second availability means that there are 1d6
copies present). There is also a 15% chance in major cities that there is a new
book available by a local author.
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200 - 500 gp
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Uncommon Topic
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1,000 - 2,500 gp
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Rare Topic
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+300% cost
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Collector's: Original MS
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+100% cost
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Collector's: Renouned MS or Translation
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+10% cost
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Illuminated Manuscript
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+50% cost
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Illustrated MS, Wood-block prints
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+25% cost
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Illustrated MS, Hand-drawn
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Book, Spell research
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varies
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by school
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Book, Used Spellbook
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50% book cost, +50% spell cost
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1d4+1 spells 1
st
level, 1d4 spells 2
nd
level, 1d3-1 spells 3
rd
level
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Though not common, occasionally used spellbooks are incorporated into the
libraries of the IMG. These may be the possessions of former members stripped
of their spellcasting power, or of deceased mages who willed their books to the
Guild, or confiscated spellbooks of renegade spellbinders.
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Dissection Kit
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10 gp
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Contains knives, pins, sponges, blotters, lenses, and so forth, for acquiring
rare components or examining unusual creatures.
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Ink, Common
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15 gp
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Black, 1 quart (25 pages)
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Special inks are needed to write spells into spell books. Under normal
conditions inks do fade over time. Elven inks are slower to fade, if they do
at all. Exotic inks are needed for scrolls and maps where the ingredients are
crucial to the magics applied to the paper. Exotic inks may also glow with a
very faint luminescence, or contain elements visible in the Infrared spectrum
for night-time reading.
For the purpose of scribing spells in scrolls or spellbooks, purified ink can
be used for spells of low level (1st-3rd) spells, elven ink for mid-level
(4th-6th), and exotic ink for high level (7th-9th).
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25 gp
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Specialty color, 1 pint (12 pages)
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50 gp
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Infused (w/ powdered gold, silver, gems, etc.), 1 gill (3 pages)
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Ink, Purified
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20 gp
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Black, 1 gill (3 pages)
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150 gp
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Black, 1 quart (25 pages)
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400 gp
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White, 1 quart (25 pages)
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Ink, Elven
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100 gp
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Black, 1 pint (12 pages)
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150 gp
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Maroon, 1 pint (12 pages)
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150 gp
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Blue, 1 pint (12 pages)
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Ink, Exotic
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500+ gp
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Color varies by purpose, 1 gill (3 pages)
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Item Identification
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10% of item cost, & the item is registered with the IMG
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Through research and the use of divination spells, the IMR can determine the
general functions of most magical items, alchemical elixers, and spellbound
devices.
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Laboratory Rental and Usage
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35 gp per day
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Registered Spellbinder; first-come-first-serve, as available
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Complete details of spell research are provided in the
Research section
.
The Guild has laboratories and laboratory facilities available to its members.
The costs listed are Rental Fees for the use of these facilities. These costs
allow the Guild to keep the laboratory well stocked and ready for use. However,
any Special, Unusual, or Unique items used by the researcher must be paid for
in addition to this rental cost.
Spell research privileges are limited to theories and research paths which the
character has already demonstrated knowledge of. In other words, the spells
researched should be similar in nature to spells the character already
possesses in his repertoire, either related to or improvements on the spells
he/she already knows.
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25 gp
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Guild member; first-come-first-serve, as available
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15 gp
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IMR scholar; always available
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Library Rental and Usage
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200 gp per week
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Registered Spellbinder; first-come-first-serve
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100 gp per week
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Guild member; first-come-first-serve
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75 gp per week
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IMR scholar; always available
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Maps & Charts
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5 gp
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Simple star chart, useful for Astrology NWP
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50 gp
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Accurate star chart, +2 bonus to Astrology NWP, +1 bonus to Navigation NWP
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10 gp
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Simple map, local region or city
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20 to 50 gp
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Accurate map, local region or city
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20 to 50 gp
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Simple map, distant region
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90 to 160 gp
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Accurate map, distant region
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+50% cost
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Embellished, descriptive art
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+15% cost
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Embellished, simple art
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+25% cost
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Custom (political boundaries, weather patterns, migration routes, etc.)
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100 gp
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Simple map, the Six Realms of the Confederation, prior to the 3
rd
Mage War
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500 gp
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Accurate map, the Six Realms of the Confederation, prior to the war
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800 gp
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Simple map, known world (incl. Syth), pre-cataclysm
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2000 gp
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Accurate map, known world, pre-cataclysm
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1000 gp
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Simple map, known world, post-cataclysm (speculation only, inaccuracies abound)
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Pestle and Mortar
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4 gp
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Marble; 4 oz. capacity
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Useful for grinding certain spell components into powders
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10 gp
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Marble; 8 oz. capacity
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Quills, writing
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2 gp
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Common quill, package of 10
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Exceptional quills are required for scribing spells of 1st - 3rd level; exotic
quills for spells of 4th - 9th level. Certain spells and scrolls require unique
or special quills, such as the feather of a Roc or Pegasus.
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12 gp
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Metal calligraphy nibs, set
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100 gp
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Exceptional quill, gold tip
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250+ gp
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Exotic quill, natural tip
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1,200+ gp
(as available)
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Feather of a mythic or magical creature
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Scrollcase
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1 gp
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Wooden tube with wax seal, holds 1 scroll
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A convenient means of carrying maps, spellscrolls, or other papers.
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10 gp
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Ivory or Horn tube, holds 1 scroll
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5 gp
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Leather roll, holds 2d6 scrolls
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Spells
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varies
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by school and level
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The high prices listed for spells reflect the scarcity of magic in Thardferr,
and the control that the IMG has over magic. Note that IMG members may learn
the low level spells for a much lower price than mere IMA registrants. Also
note that Conjuration, a school only recently legalized, is more expensive than
spells of the other schools.
Spells are generally scribed by the purchaser from a large tome kept in the
Academy library. Spells may also be purchased on scrolls, for an additional
cost of 20% (the excess being paid to the wizard who scribes the scroll) + the
cost of the scroll. More than one spell can be placed on a scroll with an
additional cost of 10% to the total cost.
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