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Stycotl
2010-12-09, 01:20 AM
Geometer's Circle Crafting Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm)

http://www.wizards.com/dnd/images/ca_gallery/85437.jpg

The medieval, magical combination of a Wacom Cintiq and a 3D printer.
末Me, Myself and I

These incantations were created by a wizard obsessed with efficiency of energy in his spell research and magical item crafting. He noticed as he worked, that much of the magic unleashed when casting a spell or imbuing an item with power simply radiated into the atmosphere, or was absorbed into surrounding objects. Thus, he went to great lengths to make sure that every spark of magic that he loosed was applied directly to his objective. While never perfected by any means, these incantations have proven of immeasurable value to him and the few others that he has shared his secrets with.

The secret to these incantations is a series of geometric diagraming matrices that the wizard designed to route the magical energy directly to its target with very little loss of power. This not only decreases the overall amount of energy needed to be pumped into the enchantment, but it drastically reduces the necessary time expenditure as well. He took to calling these diagrams his "geometer's circles."

Limitations

A geometer's circle is not limited to specific sizes or complexities of objects. Indeed, the wizard who created the incantations is said to have used an enormous circle in order to construct a magical ship. However, all of the raw materials must be present at the time of the incantation, and the creator must have sufficient knowledge of every step of creation, or it will fail.

Further, a geometer's circle cannot be used to create a magical item with a caster level any higher than the ritualist's HD. Thus, a 10th level factotum using a geometer's circle would function as a 10th level caster.

Lastly, though a geometer's circle can handle enormous tasks, it puts more of a strain on both the magic, and the caster. If the total gp value of the final creation is over 50,000 gp, then all of the skill checks are at +2 DC; if over 100,000 gp, +4 DC; if over 150,000 gp, then +4 DC, etc (+2/50,000 gp).

Backlash

The difficult process of creating a geometer's circle is reflected in two kinds of incantation backlash that are specific to geometer's circle rituals. First, during the casting of any of these incantations, the DC of all Craft (drawing) checks for the purposes of creating the circle itself is always 5 points higher than the rest of the incantation's skill checks. And second, unlike the hour that must pass between each skill check, 4 hours pass between the Knowledge (nature or sciences) check and the Craft (appropriate type dependent upon the kind of item to be created) check, as the geometer's circle begins to analyze, transform and then assemble the materials. If the resultant Craft check fails, another 4 hours must be spent repeating the process before the check can be reattempted.

But the true, taxing nature of the incantation is reached at the end of the ritual, whether successful or unsuccessful. Upon finishing the ritual, the caster receives 4 negative levels which cannot be healed by magic (after 24 hours, a DC 19 Fortitude check heals negative levels on a one-for-one basis), 4 points of ability burn to his or her highest mental ability, and is exhausted.

Efficiency

The material agents required for creating a geometer's circle make it impractical for the augmentation of less powerful末and therefore, cheaper末magic. In general, if a crafting project would cost less than 5,000 gp (the cost of the resonance fork (http://www.giantitp.com/forums/showthread.php?p=9915423) and other material components), it is cheaper to do it by traditional rituals than by a geometer's circle incantation. Further, the physical and magical toll that it takes on the ritualist makes this incantation dangerous, and it should never be undertaken without proper precautions.

However, in the end, this incantation is almost always faster, sometimes by many weeks, and that may or may not be a deciding factor in whether or not it is worth it to use traditional rituals in order to craft less expensive magical items.

Mitigating Factors

Unlike normal incantations, the skill checks of a geometer's circle incantation can benefit from the efforts of the Aid Another action, so long as the

Substitutions

The wizard that created the geometer's circles happened to be a decent sketch artist, and therefore, circles were created from precisely drawn sketches, using the Craft (drawing) or Craft (drafting) skill. But there is no rule that the circles cannot be painted, using the Craft (painting) skill; or carved, using Craft (sculpture), Craft (stonemasonry), Craft (carpentry), Craft (gemcutting); or similar. In fact, using the Craft (leatherworking) skill, the circles could be burned or etched into hide, and using the Craft (weaving) skill, they could be made into great tapestries. Of course, the material components are consumed with fire during the crafting, so the cheaper the better. But anything reasonably conceivable of bearing complex images could be used to create a geometer's circle.

Also, it is entirely realistic that a divine version of the geometer's circle could work, one based off of the Knowledge (religion) skill as opposed to the Knowledge (arcana) skill. Perhaps psionics or some other kind of magic or power could be adapted to work with this as well.

Rumors

Though two circles have been shared with a select few other artificers and geometers, it is thought that the wizard has a handful of even more potent geometer's circle incantations that he has perfected since then.

Incantations

First Geometery末Creation Circle
Transmutation
Effective Level: 6th

Skill Checks: Craft (drawing) DC 32, one success; Appraise DC 27, one success; Knowledge (nature or sciences) DC 27, one success; Craft (appropriate types) DC 27, one success; Spellcraft DC 27, one success; Knowledge (arcana) DC 27, one success
Failure: Destruction of all material components
Components: V, S, M, XP
Casting Time: at least 7-9 hours
Range: Touch
Target: A magic item
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This incantation was created as a means to significantly streamline the crafting of magical items. But it in fact works quite well for creating nonmagical items as well, taking raw materials and fabricating them into finished, polished objects as detailed in the drawn geometer's circle.

The ritualist must place all raw materials, including spell components, any scrolls used, etc, beside each other, with a struck resonance fork placed between them and touching at least one of the materials. Then the geometer's circle is drawn around the objects, requiring a Craft (drawing) check. The circle must connect each component and raw material to the resonance fork, and must include details about the physical properties and construction of the final object.

Then, an Appraise check, a Knowledge (nature or sciences) check, and a Craft (appropriate type dependent upon the kind of item to be created) check need to be made, where the success of these checks indicates that the ritualist correctly understands the physical crafting process and the natural sciences behind the crafting.

When all of these checks are successfully made, the circle itself animates, becoming a three-dimensional sphere of energy that slowly rises up off of the ground, levitating all of the raw materials and ritual components with it. During this time, they are melted down, cut, formed, cooled, composited, cast, and have anything else done to them as indicated in the drawing. Even if the incantation starts with a fully crafted item that needs no assembly, the geometer's circle takes 2 hours to analyze it and prepare it for enchantment. This is the most awe-inspiring part of the incantation, when all of the materials are held aloft in the air amid a glowing matrix of magical energy, being fractured, consumed and reformed by unearthly fires.

As mentioned earlier, the incantation can be used to craft nonmagic items if the ritualist does not want to enchant anything, in which case, he or she would abort the process at this point, and if successful, would have created a masterwork object.

If the ritualist is intent on enchanting the item within the matrix, he or she now makes a Spellcraft check, causing the spell components, scrolls, or whatever else to ignite and add their magic to the circle. Then a Knowledge (arcana) check is made, and if successful, the magic is correctly imbued into the item and the incantation is done.

Failure: If two consecutive skill checks are failed, then the caster gains 4 negative levels, 2 points of ability burn to highest mental ability score, and is exhausted末and all material components are destroyed
Variable Skill Check DC: The listed DCs are for a project of 50,000 gp or less. If the total gp value of the final creation is over 50,000 gp, then all of the skill checks are at +2 DC; if over 100,000 gp, then +4 DC; if over 150,000 gp, then +6 DC, etc (+2/50,000 gp).
Focus: Either a masterwork object, or all of the materials required to make a masterwork object
Material Component: A resonance fork (http://www.giantitp.com/forums/showthread.php?p=9915423); 2,000 gp worth of incensed charcoals and flammable chalks and powders; and a gp expenditure of 80% of the normal crafter's cost of the item that you are creating. Note that most magic items have the creation costs of the masterwork item built into the cost of the final magic item, but others will have to be figured in above the enchantment costs (such as most weapon and armor enchantments). If you have other abilities that reduce crafting gp costs, this one is applied first.
Experience Point Cost: This ritual requires the expenditure of 80% of the normal crafter's cost of the item that you are creating. If you have other abilities that reduce crafting XP costs, this one is applied first.
Backlash: The DC for Craft (drawing) checks is 5 points higher than for the rest of the skill checks required for the incantation. Four hours must pass between the Knowledge (nature or science) check and the Craft (appropriate type dependent upon type of magic item to be created). Also, the caster gains 4 negative levels, 2 points of ability burn to his or her highest mental ability, and is exhausted, owing to the intense drain of physical and magical strength during the ritual.

Special: This incantation cannot create artifacts or epic magical items of any kind.

DC Factors:
DC 32 base transmution
末 expensive focus is not counted, because the focus itself is benefitting from the incantation
-2 med to close
-2 close to touch
-1 more than one skill
-1 more than one skill list
-1 one hour between checks
-2 expensive material component
-2 caster is exhausted
-16 caster gains 4 negative levels that cannot be healed magically (return after 24 hours as normal, Fort save DC 19)
-4 caster gains 2 ability burn to highest mental ability score
-4 special backlash: after final craft check, 4 hours pass (crafting time) before next (first spellcraft) check; even if items are already crafted before ritual start, 2 hours pass at this point as physical properties are analyzed by ritual and readied for enchantment.
-1 backlash: craft drawing checks are +5 DC
-1 for DC increase dependent upon cost of item to be created
+10 ad hoc for game balance-changing nature of incantation
+2 rounds to minutes
+4 minutes to hours
+6 hours to days
+10 days to permanent
final DC: 27

Second Geometry末Consumption Circle
Transmutation
Effective Level: 9th
Skill Checks: Craft (drawing) DC 32, one success; Appraise DC 27, one success; Knowledge (nature or sciences) DC 27, one success; Craft (appropriate types) DC 27, 2 successes; Spellcraft DC 27, 2 successes; Knowledge (arcana) DC 27, 2 successes
Failure: Destruction of both magical items and all material components
Components: V, S, M, F, XP
Casting Time: at least 12 hours
Range: Touch
Target: A magic item
Duration: Permanent
Saving Throw: None
Spell Resistance: No



This incantation strips the dweomer from one magic item, and adds it to another. Applied to most enchantments, this reduces some of the cost and time required to simply imbue a magical object with even power than it was created with, and negates the need of prerequisite spells, crafting feats, and various other minutia, but as it strips the magic from the sacrificial item, it is completely consumed, being reduced to a scattering of nonmagical ashes and dust. A magical item sacrificed in this manner cannot be restored by any method known.

Both magic items must be placed beside each other, with a struck resonance fork touching both of them, and then a geometer's circle must be drawn around the items in the requisite chalks, charcoals, and powders. The circle must touch the resonance fork, and must include details about the physical construction of the two items. A Craft (drawing) ensures that the geometer's circle is drafted to exacting standards, and an Appraise check, a Knowledge (nature or sciences) check, and a pair of Craft (appropriate type dependent upon the kind of item to be created, and the kind to be sacrificed) checks all ensure that the drawing contains all of the needed information about the physical properties of the items.

At this point, the geometer's circle animates, becoming a sphere of magical energy that rises up off of the ground with the magic items held aloft in its matrix. A pair of Spellcraft checks now fixes the magical natures of both items into the geometer's circle, and finally, a pair of Knowledge (arcana) checks are needed as the ritualist disconnects the magical properties of the sacrificial item, and then reconnects them to the item that is to receive its power.

It is possible to combine the magics of two different kinds of magical items (such as putting the abilities of a magic cloak on a pair of boots), and the system is not at all different for doing so. However, magical properties that are specific to armor or weapons or another kind of object cannot generally be applied to differing kinds of items (you could not put the flaming weapon magical weapon property on a pair of boots).

Failure: If two consecutive skill checks are failed, then the caster gains 4 negative levels, 2 points of ability burn to highest mental ability score, and is exhausted末and both magic items are destroyed and reduced to a scattering of nonmagical ashes and dust. Unlike a sacrificed item destroyed in a successful ritual, an item destroyed in this manner can be restored to the state that it was at immediately prior to this incantation with a wish spell (this means that it has the same number of charges and everything).
Variable Skill Check DC: The listed DCs are for a project of 50,000 gp or less. If the total gp value of the final creation is over 50,000 gp, then all of the skill checks are at +2 DC; if over 100,000 gp, +4 DC; if over 150,000 gp, then +4 DC, etc (+2/50,000 gp).
Focus: Either a masterwork object, or all of the materials required to make a masterwork object
Material Component: A magic item to be sacrificed for any of its abilties; a resonance fork (http://www.giantitp.com/forums/showthread.php?p=9915423); 2,000 gp worth of incensed charcoals and flammable chalks and powders; and 50% of the normal crafter's cost required to improve one of the magic items with the abilities of the other. For example, if the ritualist wanted to sacrifice a ring of feather falling in order to augment a ring of jumping, the normal monetary cost would be 3,300 gp (as per MIC, pg 233), but with this incantation, it would be 2640 gp (not including material component cost). This would be an example of a ritual that would be cheaper to do traditionally, but would take two days longer to finish. If you have other abilities that reduce crafting XP costs, this one is applied first.
Focus: A magic item to be enhanced.
Experience Point Cost: The ritual requires an XP expenditure equal 50% of the normal crafter's cost required to improve one of the magic items with the additional abilities of the other. Thus, if the ritualist wanted to sacrifice a ring of feather falling in order to augment a ring of jumping, the normal XP cost would be 132 XP (as per MIC, pg 233), but with this incantation, it would be 106 XP. If you have other abilities that reduce crafting XP costs, this one is applied first.
Backlash: The DC for Craft (drawing) checks is 5 points higher than for the rest of the skill checks required for the incantation. Four hours must pass between the Knowledge (nature or science) check and the first Craft (appropriate type dependent upon type of magic item to be created, and the the type to be sacrificed) check. Also, the caster gains 4 negative levels, 2 points of ability burn to his or her highest mental ability, and is exhausted, owing to the intense drain of physical and magical strength during the ritual.

Special: This incantation cannot affect artifacts or epic magical items of any kind.

DC Factors:
DC 32 base transmution
末 expensive focus is not counted, because the focus itself is benefitting from the incantation
-2 med to close
-2 close to touch
-1 more than one skill
-1 more than one skill list
-1 one hour between checks
-2 expensive material component
-2 caster is exhausted
-16 caster gains 4 negative levels that cannot be healed magically (return after 24 hours as normal, Fort save DC 19)
-4 caster gains 2 ability burn to highest mental ability score
-4 special backlash: after final craft check, 4 hours pass (crafting time) before next (first spellcraft) check; even if items are already crafted before ritual start, 2 hours pass at this point as physical properties are analyzed by ritual and readied for enchantment.
-1 backlash: craft drawing checks are +5 DC
-1 for DC increase dependent upon cost of item to be created
+10 ad hoc for game balance-changing nature of incantation
+2 rounds to minutes
+4 minutes to hours
+6 hours to days
+10 days to permanent
final DC: 27

NOTES

As far as balance goes, these incantations cut crafting time down to 1 day for pretty much anything, even castles and airships. and they can cut prices by a decent amount, both in XP and gp, though smaller projects are cheaper (and slower) to do with normal crafting methods.

further, any character can create these items, whether they have caster levels末or sufficient caster levels to use a crafting feats末or not, so long as they can meet the material components and skill check prereqs.

but the cost is 4 negative levels that cannot be healed magically (negative level version of ability burn), and 2 ability burn (maybe not as taxing as negative levels, but lasts longer).

further, with the scaling skill check DC dependent upon gp value of the project, by the time you are crafting 100,00 gp objects (roughly WBL at 13th level, or half of WBL at 15th level), you are having to make DC 31 skill checks (with DC 36 Craft (drawing) checks. not hard, but still requiring some resources in and of itself to accomplish even if they are just skill points and a high ability score modifier.

originally, i had made so that the incantations could produce magic items of a higher caster level than the character level of the ritualist, going along with the ability of lower level characters to produce 9th level spell effects with other incantations. but then i figured that this made it waaaaaay too powerful, and that the other benefits already made it worth high level spell slots.

also, i have gone back and forth on whether destroyed magic items on a failed casting of the second ritual would be able to be restored through a wish spell, or a limited wish spell. i'm not sure which would be more balanced, frankly. or if it even matters.

so, balance?
final DCs? 27 base seems reasonable to me; if i need to go lower, i'll add more ability burn. if i need to go higher, i'll either cut ability burn or lower negative levels.
6th level sound right for 1st ritual?
9th sound right for 2nd?
is one-day crafting crazy-unbalanced, or is it ok?
wish or limited wish to fix items in a botched transfer, a la ritual #2?
spelling, grammar?
anything else?
do you guys even know what a wacom cintiq is?

changes:
12/18/10: allowed aid another uses (+2 DC); increased backlash from 3 to 4 negative levels, which cannot be healed magically (increasing DC and DC mitigating factor worth); and decreased backlash ability burn from 3 to 2; overall DC went from 35 to 27; changed gp/xp cost of 2nd ritual to 50% normal crafter's cost rather than 80%.

Barbarian MD
2010-12-09, 03:55 AM
Wow. That's very complicated.

A couple of suggestions:
1) A circle that, instead of crafting the items, speeds up a crafter within it, like taking away their need for sleep and multiplying their check results, or (een better) multiplying the work of crafting (check x dc x modifier). Only, at the end of the task, the crafter is the one exhausted and that takes the negative levels.

2) I would suggest a reduction in cost for the transfer ritual in high magic worlds that have magic marts. My reasoning is this: a player that wants a +5 greatsword instead of the +5 crossbow that he picked up while campaigning can go to a magic mart, sell the crossbow or half price, and then buy a new one, netting himself a total cost of 50%, with no ritual involved and no chance of failure. So in some cases there doesn't seem to be a benefit here.

3) You might consider having the appropriate "craft magic X" feat as a mitigator on the dc checks.

Jack_Simth
2010-12-09, 07:57 AM
What's the save DC to recover from the negative levels in the normal manner?

Also: Doesn't Permanent mean it can be Dispelled?

Stycotl
2010-12-09, 06:44 PM
A couple of suggestions:
1) A circle that, instead of crafting the items, speeds up a crafter within it, like taking away their need for sleep and multiplying their check results, or (een better) multiplying the work of crafting (check x dc x modifier).

that's not bad, but isn't what i was going for.

in-game reasoning for the use of something like this is that i am basing it off of older incantations that i homebrewed and used in earlier games, which will tie in to the watchtower.

i am trying to figure out what methods the NPC will have at his disposal, and this is one of them.

hence the resurrection.

however, there is no reason why other methods cannot be homebrewed, and i would certainly encourage some of the watchtower's casters to come up with their own, or to create simpler ones based off of this.


2) I would suggest a reduction in cost for the transfer ritual in high magic worlds that have magic marts. My reasoning is this: a player that wants a +5 greatsword instead of the +5 crossbow that he picked up while campaigning can go to a magic mart, sell the crossbow or half price, and then buy a new one, netting himself a total cost of 50%, with no ritual involved and no chance of failure. So in some cases there doesn't seem to be a benefit here.

for those kinds of items, i'd encourage bartering and upgrading at the mart. however, even in the markets of sigil, you can't find everything you want, and some of it won't be standard cost.

in those cases, crafting it yourself is going to be cheaper and faster, and it will give you more control over the final item.

further, someone that has invested heavily in crafting abilities will find be able to use these incantations for even less money and xp. an artificer with some gp reductions for crafting will get a further 20% price decrease on top of whatever other discounts he or she is getting.

so it works for a rogue that really wants to make his own daggers, but it works better for a caster or artificer that wants to dedicate to crafting.


3) You might consider having the appropriate "craft magic X" feat as a mitigator on the dc checks.

this is a very good idea, i think. but only if the DC needs to be mitigated further. do you guys think it is too high? i was thinking too low.

i know it is higher than the official incantation examples, which are all in the 20s if i remember right. but this seemed like it needed a higher DC. if not, i think that including a DC reduction for the appropriate feat would be stellar.


What's the save DC to recover from the negative levels in the normal manner?

depends on effective spell level, 6th level for the first, and 9th for the second (even though it lists negative levels as a possible backlash, it doesn't say what the final save DC would be, and i doubt that it would include the caster's primary mental attribute modifier, though i might be wrong; if it did, the smarter/wise/more charismatic you are, the better you kill yourself with??? wouldn't make any sense).

so DC 16 and 19 respectively as of now.


Also: Doesn't Permanent mean it can be Dispelled?

as a normal magic item; disjunction would kill the enchantments, but dispel would only suppress them.

Barbarian MD
2010-12-09, 10:41 PM
It strikes me that multiple DC 30-40 checks, in very disparate areas, is really high for any campaign other than the one you're DMing. I think that--even for us--we'll have to work together using the skill sharing that we jaw available through the net, combined with buffs and aid another checks, in order to hit that.

I think that, at the least, you could write it so that one person begins the ritual, but others can take part and provide the appropriate checks. Otherwise you're asking for a huge number of skill points from a single person.

Stycotl
2010-12-10, 02:40 AM
ok. that's a fair point. i've been aiming encounters and stuff for medium to high to really high optimization for so long that i might have gotten out of touch on what is a level appropriate skill check DC.

i will add the craft feat mitigating factor.

and i will specify that multiple individuals can make the checks. i hadn't actually even thought to specify this, because i was thinking that multiple individuals already could, but i think that is just about incantations with the multiple-caster trait.

anything else? anyone else have suggestions?

Barbarian MD
2010-12-10, 03:18 PM
Another thing to note:


Some incantations require multiple participants to have any hope of succeeding. These secondary casters are indispensable to the success of the incantation. However, no matter how many people are gathered in the dark room, chanting with candles, only one character洋ost commonly the one with the highest modifier in the relevant skill擁s the primary caster who makes the relevant checks. Secondary casters can稚 help the primary caster succeed by means of the aid another action, but their presence is required for certain aspects of the ritual nonetheless.

You'll definitely want to think about those checks. I would recommend that you explicitly say "aid another" works, and that multiple people can participate and make the checks. Otherwise, DCs of 40 are way too high. 20 is supposed to be "challenging" and 40 is supposed to be "nearly impossible" according to the SRD.

Barbarian MD
2010-12-13, 06:04 PM
Another thing I've noticed: what benefit is there to using the second ritual, as opposed to the first? It strikes me that, instead of utilizing the second ritual, you would be better off just using the first and selling your magic item to recoup the gold, since both cost 80% XP and GP.

Do you deduct the gold/xp cost of the sacrificial item from the total cost of the ritual? Or is there something I'm just not seeing?

Stycotl
2010-12-18, 04:41 PM
Another thing I've noticed: what benefit is there to using the second ritual, as opposed to the first? It strikes me that, instead of utilizing the second ritual, you would be better off just using the first and selling your magic item to recoup the gold, since both cost 80% XP and GP.

Do you deduct the gold/xp cost of the sacrificial item from the total cost of the ritual? Or is there something I'm just not seeing?


Hmmm, Stycotl, how is the first ritual different than the second? Can the first ritual not be used to improve an already existing item? Unless that's the case, I'm not seeing any benefits of using the second ritual, and it seems like no matter what you're doing, it be best to just sell the sacrificial item. (Unless you deduct the XP and GP cost from the ritual?)

the first ritual is just like normal crafting, but cheaper and a helluva lot faster. so yes, you can enchant already enchanted items with it, as per the MIC rules.

the second one allows you to suck the soul out of one item and add it to another, something you can't do with the first ritual. however, your questions remind me of part of the purpose of the second ritual: the vampiric pillaging of one item in order to make the second item really cheap. you even kill a magic item for its effect.

therefore, maybe i ought to drop the price to 50% of base crafting price instead of 80% (which is equal to the first ritual, though the loss of another magic item currently makes the second one waaaay more expensive).

50% has been edited in to the 2nd ritual, but it is just off the top of my head. if that still doesn't work, help me brainstorm what the adjusted price would actually have to be in order to make it worth killing a magic item for.

Barbarian MD
2010-12-18, 05:09 PM
Alright, let's examine this with some math!

Example 1: Two approximately equal items
Let's say you've got a +2 Longsword and a +3 Spear. You want to add the Spear's effects to the Longsword.

Cost of +2 Longsword: 8,000
Cost of +3 Spear: 18,000
Cost of +5 Longsword: 50,000

Option 1A: Sell Spear, Upgrade Longsword:
Spear sells for 9,000 gp.
Cost to upgrade Longsword: 42,000.
Net cost: 33,000.

Option 1B: Resonance Fork:
Cost to upgrade Longsword: 42,000 * .5 = 21,000 + Fork

Option 2A: Sell Spear, Upgrade Longsword by crafting:
Spear sells for 9,000 gp.
Cost to upgrade Longsword: 42,000 / 2 = 21,000.
Net cost: 12,000.

Option 2B: Resonance Fork (with crafting feats):
Cost to upgrade Longsword: 42,000 * .5 * .5 = 10,500 gp + Fork


Bottom line: Approximately 2/3 price to use fork if no crafting feats, approximately same cost when crafting.

....

Let's try another example (unequal items):

+5 Longsword and +1 Spear -> +6 Longsword

1A) Sell spear, upgrade Longsword:
Cost to upgrade: 22,000 - 1,000 = 21,000

1B) Resonance Fork:
Cost to upgrade 22,000 * .5 = 11,000 + Fork

2A) Sell spear, upgrade Longsword with crafting feats:
Cost to upgrade: 11,000 - 1,000 = 10,000

2B) Resonance Fork with crafting feats:
Cost to upgrade 11,000 * .5 = 5,500 + Fork

Bottom line: Cheaper to add a small enhancement to a large item. Slightly more expensive to use a fork.

...

Example 3 (reverse of 2):

+1 Longsword and +5 Spear -> +6 Longsword

1A) Sell Spear, upgrade Longsword:
Cost to upgrade: 70,000 - 25,000 = 45,000

1B) Resonance Fork:
Cost to upgrade: 70,000 * 0.5 = 35,000 + Fork

1A) Sell Spear, upgrade Longsword with craft feat:
Cost to upgrade: 35,000 - 25,000 = 10,000

1B) Resonance Fork with craft feat:
Cost to upgrade: 35,000 * 0.5 = 17,500 + Fork

Bottom line: somewhat cheaper to add big enhancement to smaller item. Much more expensive to use a fork compared with crafting

...

Example 4 (Massive enhancements):

+5 Longsword and +5 Spear -> +10 Longsword

1A) Sell spear, upgrade longsword:
Cost to upgrade: 150,000 - 25,000 = 125,000

1B) Resonance Fork:
Cost to upgrade: 150,000 * 0.5 = 75,000 + Fork

1A) Sell spear, upgrade longsword with craft feat:
Cost to upgrade: 75,000 - 25,000 = 50,000

1B) Resonance Fork with craft feat:
Cost to upgrade: 75,000 * 0.5 = 37,500 + Fork
Bottom line: About 2/3 the price to use Resonance Fork. Approximately equal with crafting.

...

So what can we learn from this?

It would appear that the resonance fork is incredibly effective at those that have not invested in the "Craft Magical Arms and Armor" feat, on average reducing the price to 3/4 that of normal and accomplishing the job in about a day (once you factor in the price of the fork).

However, these rituals do not reward those who have the craft feats monetarily. On the other hand, they reduce the time to create these items, sometimes by as much as a hundred days. And compared with those who do not have the Craft feats, you're still saving 1/2 the cost.