bauglir based his off of a percentage of the item's price, so they stayed level appropriate. Also adjusted some because, well, they needed to be anyways.
Random things before the meat of my post:
The latter example obviously wouldn't happen in a typical fantasy world.
Ha! Nice one. Oh, wait, you're serious? Okay, if you're bringing real-world economics into the campaign world this will absolutely happen.
call the Turnip Economy.
You mean like
entry number 5?The meat:
When creating an economy, you have to take into account a ridiculous number of factors, to the point of impossibility (there was a famous incident where someone made a computer program to trade stocks. It did well, until we realized that it caused a massive crash because people are stupid). Adding magic to the equation makes things even more complex. So let's tackle the magic first.
Magic comes in a number of varieties, but we are only concerned with two: service, and creation. Service magic involves anything that does not violate (directly anyways) the laws of thermodynamics. These are things like divination, evocation, calling/summoning, that sort of thing. These manipulate existing energy. The creation type is almost exclusively Conjuration, and involves spells with a duration of Instantaneous.
They break laws, by creating matter. These MUST go. I suggest making them temporary durations. No being should be able to create matter, until you have Divine Rank 16+. Maybe 20+. It's too powerful of an ability, and breaks the universe. Alternatively, lower level deities might be able to, but on pain of death by a higher deity. Pun-Pun exists, and exists as an arbiter of the universe (he can do it, and he don't care). Another issue along the same lines is the make-up of the universe.
This is more important than you think, because it determines how much energy is available in the universe. If the universe is infinitely big, then there is infinite energy. If not, then the universe is likely much like ours. There's a number of things to consider, so keep that in mind. My personal favorite is that the universe is not unlike ours(and not infinite), made up of planets circling stars with similar physics to our own. However, at various points throughout the universe there are openings to other planes, and these let elements spill out, and allow travel without magic into the other realms. Each realm overlaps spacially, but not physically. So traveling in each realm is 1:1 regardless of the realm. The outer planes do not exist. The minor planes (deity specific) do, but have no opening usually. Astral no longer exists, and Ethereal is not changed (it's a 7th elemental plane, effectively, and serves as a glue for everything, and is responsible for the portals being open. No portals are open to it). The only places that portals exists are on planets/stars/etc, and this is because they formed as a result of portals. That is my basic view of how the D&D universe should be handled. This means that there is not an infinite amount of energy (and thus wealth), so things can actually have value. It also means that the energy planes are very important to the daily life of people, and meld together nicely. If you choose a model that has infinite energy, you have infinite wealth with a couple easy tricks. Broken economy, yadda yadda.
After fixing those spells and taking into account the make-up of the universe, you now have the basis for an economy taking magic into account. Now for the specifics. I'm going to assume magic items are using bauglir's version, because it's just better. You no longer have the massive amount of gold necessary for high-level adventuring, and Sunder becomes useful (Yes, it actually does). You can now price items based on quality, usefulness in the NPC's life (because they are setting the price), and rarity. Magic enters the equation, but here's the beautiful thing: nothing changes. Service magic is just that: a service. You pay based on the time taken to do the thing, and the resources necessary to do it. It changes the make up of rarity, but food is no longer a guarantee for free (conjuration no longer persists), and iron is as rare as it used to be. There's the risk of illusions tricking people, but that's a crime now, and not a guarantee. Now for a list of things that will change, and ways society may change to accommodate them.
Labor is easier: you can use magic to make certain tasks easier. People will go to healers to heal them, and it will cost more money than most people make in a year, due to labor/demand/cost. Remember than healing spells usually just heal damage, not disease, so they won't help with sickness most of the time. This should keep the peasants down, and the medieval flavor of the setting.
Unskilled labor is less useful in some areas, still useful in others: Assuming a logarithmic function of number/level, then you'll have very few people capable of casting even 4th level spells, so builders are still valuable. Casters aiding them, are also useful. Castles will not be as hard to build, but harder to break.
Grr, I forgot the rest of them again...