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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.

Item

Cost

Other Notes

Astrolabe

25 gp

Bronze astrology tool, useful for tracking the sun, moon, planets, and stars across the heavens.

Blank Scroll

20 gp

Vellum, 8" x 12"

Useful for spells, but also readily adapted to maps and other things.

15 gp

Paper, 8" x 12"

+10% cost

Paper or Vellum, Dyed

material +35% cost

Paper or Vellum, Infused

material +100 gp

Special Material, 8" x 12"

Blank Sheets & Pages

1 gp

Common Parchment, 9" x 12"

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).

7 sp

Common Parchment, 6" x 9"

12 sp

Common Parchment, 15" x 20"

2 gp

Common Paper, 9" x 12"

16 sp

Common Paper, 6" x 9"

3 gp

Common Paper, 15" x 20"

5 gp

Common Vellum, 9" x 12"

4 gp

Common Vellum, 6" x 9"

8 gp

Common Vellum, 15" x 20"

10 gp

Treated Paper, 9" x 12"

8 gp

Treated Paper, 6" x 9"

15 gp

Treated Paper, 15" x 20"

15 gp

Perfect Vellum, 9" x 12"

12 gp

Perfect Vellum, 6" x 9"

25 gp

Perfect Vellum, 15" x 20"

+10% cost

Dyed parchment, paper, or vellum

material +35% cost

Infused parchment, paper, or vellum

60 gp

Spellbook Quality Paper, 9" x 12"

50 gp

Spellbook Quality Paper, 6" x 9"

80 gp

Spellbook Quality Paper, 15" x 20"

55 gp

Spellbook Quality Vellum, 9" x 12"

45 gp

Spellbook Quality Vellum, 6" x 9"

75 gp

Spellbook Quality Vellum, 15" x 20"

120 gp

Traveling Spellbook Quality Paper, 9" x 12"

100 gp

Traveling Spellbook Quality Paper, 6" x 9"

110 gp

Traveling Spellbook Quality Vellum, 9" x 12"

90 gp

Traveling Spellbook Quality Vellum, 6" x 9"

Blank Tomes & Books

60 gp

Journal, 25 pages paper, 6" x 9"

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 wizard’s 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 (9”ื12”) size spellbook, each spell requires a number of pages equal to its level plus 0-5 (1d6–1) pages. In a small (6”ื9”) book, the number of pages equals the level of the spell plus 1d6 pages. Spells in a large (15”ื20”) book take one page per level plus 0-3 (1d4–1) 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.

45 gp

Journal, 25 pages vellum, 6" x 9"

100 gp

Journal, 25 pages paper, 9" x 12"

80 gp

Journal, 25 pages vellum, 9" x 12"

150 gp

Journal, 25 pages paper, 15" x 20"

125 gp

Journal, 25 pages vellum, 15" x 20"

180 gp

Journal, 50 pages paper, 9" x 12"

150 gp

Journal, 50 pages vellum, 9" x 12"

270 gp

Journal, 50 pages paper, 15" x 20"

225 gp

Journal, 50 pages vellum, 15" x 20"

500 gp

Journal, 100 pages paper, 15" x 20"

420 gp

Journal, 100 pages vellum, 15" x 20"

900 gp

Journal, 200 pages vellum, 15" x 20"

1,250 gp

Spellbook, 25 pages paper, 6" x 9"

1,125 gp

Spellbook, 25 pages vellum, 6" x 9"

2,500 gp

Traveling Spellbook, 25 pages paper, 6" x 9"

2,250 gp

Traveling Spellbook, 25 pages vellum, 6" x 9"

1,500 gp

Spellbook, 25 pages paper, 9" x 12"

1,375 gp

Spellbook, 25 pages vellum, 9" x 12"

3,000 gp

Traveling Spellbook, 25 pages paper, 9" x 12"

2,750 gp

Traveling Spellbook, 25 pages vellum, 9" x 12"

2,000 gp

Spellbook, 25 pages paper, 15" x 20"

1,875 gp

Spellbook, 25 pages vellum, 15" x 20"

3,000 gp

Spellbook, 50 pages paper, 9" x 12"

2,750 gp

Spellbook, 50 pages vellum, 9" x 12"

6,000

Traveling Spellbook, 50 pages paper, 9" x 12"

5,500 gp

Traveling Spellbook, 50 pages vellum, 9" x 12"

4,000

Spellbook, 50 pages paper, 15" x 20"

3,750 gp

Spellbook, 50 pages vellum, 15" x 20"

8,000

Spellbook, 100 pages paper, 15" x 20"

7,500 gp

Spellbook, 100 pages vellum, 15" x 20"

Book Bindings

Included in cost of book

Plain Wood & Cloth

+5% cost

Plain Wood & Leather

Material +30% cost

Exotic Hide, Skin, or Fur

+15% cost

Silver-edged pages

+25% cost

Gold-edged pages

+10% base cost

Tooled or Engraved cover

+100% cost

Silver-gilt cover

+150% cost

Gold-gilt cover

Material +25% cost

Gem-inlaid cover

65 gp

Lock, average

100 gp

Lock, good ( -5% pick locks )

200 gp

Lock, excellent ( -15% pick locks )

Book, Educational or Informative

50 - 100 gp

Common Topic

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.

200 - 500 gp

Uncommon Topic

1,000 - 2,500 gp

Rare Topic

+300% cost

Collector's: Original MS

+100% cost

Collector's: Renouned MS or Translation

+10% cost

Illuminated Manuscript

+50% cost

Illustrated MS, Wood-block prints

+25% cost

Illustrated MS, Hand-drawn

Book, Spell research

varies

by school

 

Book, Used Spellbook

50% book cost, +50% spell cost

1d4+1 spells 1 st level, 1d4 spells 2 nd level, 1d3-1 spells 3 rd level

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.

Dissection Kit

10 gp

Contains knives, pins, sponges, blotters, lenses, and so forth, for acquiring rare components or examining unusual creatures.

Ink, Common

15 gp

Black, 1 quart (25 pages)

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).

25 gp

Specialty color, 1 pint (12 pages)

50 gp

Infused (w/ powdered gold, silver, gems, etc.), 1 gill (3 pages)

Ink, Purified

20 gp

Black, 1 gill (3 pages)

150 gp

Black, 1 quart (25 pages)

400 gp

White, 1 quart (25 pages)

Ink, Elven

100 gp

Black, 1 pint (12 pages)

150 gp

Maroon, 1 pint (12 pages)

150 gp

Blue, 1 pint (12 pages)

Ink, Exotic

500+ gp

Color varies by purpose, 1 gill (3 pages)

Item Identification

10% of item cost, & the item is registered with the IMG

Through research and the use of divination spells, the IMR can determine the general functions of most magical items, alchemical elixers, and spellbound devices.

Laboratory Rental and Usage

35 gp per day

Registered Spellbinder; first-come-first-serve, as available

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.

25 gp

Guild member; first-come-first-serve, as available

15 gp

IMR scholar; always available

Library Rental and Usage

200 gp per week

Registered Spellbinder; first-come-first-serve

100 gp per week

Guild member; first-come-first-serve

75 gp per week

IMR scholar; always available

Maps & Charts

5 gp

Simple star chart, useful for Astrology NWP

50 gp

Accurate star chart, +2 bonus to Astrology NWP, +1 bonus to Navigation NWP

10 gp

Simple map, local region or city

20 to 50 gp

Accurate map, local region or city

20 to 50 gp

Simple map, distant region

90 to 160 gp

Accurate map, distant region

+50% cost

Embellished, descriptive art

+15% cost

Embellished, simple art

+25% cost

Custom (political boundaries, weather patterns, migration routes, etc.)

100 gp

Simple map, the Six Realms of the Confederation, prior to the 3 rd Mage War

500 gp

Accurate map, the Six Realms of the Confederation, prior to the war

800 gp

Simple map, known world (incl. Syth), pre-cataclysm

2000 gp

Accurate map, known world, pre-cataclysm

1000 gp

Simple map, known world, post-cataclysm (speculation only, inaccuracies abound)

Pestle and Mortar

4 gp

Marble; 4 oz. capacity

Useful for grinding certain spell components into powders

10 gp

Marble; 8 oz. capacity

Quills, writing

2 gp

Common quill, package of 10

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.

12 gp

Metal calligraphy nibs, set

100 gp

Exceptional quill, gold tip

250+ gp

Exotic quill, natural tip

1,200+ gp (as available)

Feather of a mythic or magical creature

Scrollcase

1 gp

Wooden tube with wax seal, holds 1 scroll

A convenient means of carrying maps, spellscrolls, or other papers.

10 gp

Ivory or Horn tube, holds 1 scroll

5 gp

Leather roll, holds 2d6 scrolls

Spells

varies

by school and level

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.

This information has been gathered and compiled by the Helpful Mage. My sources include AD&D source books and materials, and interviews with Thardferr DM's and players. Some of the information I have presented verbatim from these sources. Please do not copy the information from this page for purposes outside of the Thardferr AD&D Campaign setting. The name AD&D, and other related terms, are copyright of Wizards of the Coast and TSR. Reference to copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.