1. Creating A Magic Items For Players Dmg 2017
  2. Magic Items Dnd
  3. Creating A Magic Items For Players Dmg Free
  4. Creating A Magic Items For Players Dmg Download
  5. Creating A Magic Items For Players Dmg Download
  6. Creating A Magic Items For Players Dmg 2

From D&D Wiki

Nov 17, 2016 Critical Role's Dungeonmaster Matt Mercer is here with another installment of GM Tips! Part of any great campaign is having custom items in your arsenal, but before you do, you'll need to consider. Creating Sentient Magic Items When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here. Abilities A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. Nov 17, 2016  Critical Role's Dungeonmaster Matt Mercer is here with another installment of GM Tips! Part of any great campaign is having custom items in your arsenal, but before you do, you'll need to consider.

Jump to: navigation, search

Much of this is a port from an original document which I (Zibby (talk)) did not write, but am putting in as a basis for how items are planned to function. Thank you to those who have contributed to this conglomerate both knowing and otherwise, which has ended up as the items and how items work in Voidhaven.

  • 3Magic Item Values in Voidhaven

Crafting Magic Items[edit]

Crafting magic items is a time-consuming process in most games, but as this game world is meant to be a high-magic setting, crafting magic items has been modified to be considerably less time consuming.The progress in gp which can be made toward crafting a magic item increases as a character gains levels, as below. This also applies for gp per day progress when disenchanting.

LevelGP/Day
150
5100
10150
15200
20250

Disenchanting[edit]

A character who takes this activity is disassembling a magic item, and extracting its magical essences into a useful common material, called arcane dust. A character must be at least a high enough level to craft a given item, in order to disenchant it. For each day of disenchanting, the character makes progress toward destroying the magic item based on their level as above, up to the full value of the item. Upon destruction of the magic item, they obtain a pile of arcane dust, a glowing blue metallic powder, worth half the value of the magic item it was extracted from. This dust counts as a magic item, and can only be sold through the selling a magic item downtime activity on p.129-130 of the DMG, but cannot be broken down any farther. Residuum can be used in the place of spell components, if you lack a components pouch or focus, and can be spent to cover the gp value of valuable spell components, but it is always consumed when used this way. Arcane dust can be spent in the place of the monetary expense of copying spells into a spellbook. It's main purpose is to be spent to reduce the crafting time of a new magic item, by artificially reducing its value for crafting purposes at a 1:1 ratio. (IE, if you have 50gp of arcane dust, and make a magic item with a value of 90gp, then you only need to craft up to 40gp of that to complete the item. The item is still worth 90gp, you just took a shortcut.) It is always consumed when used, releasing its metaphysical form from its temporarily physical state.

Many thanks to Kydo for your original work on Disenchanting.

Magic Item Values in Voidhaven[edit]

(Sane magic item prices)

If each square has 4 tiny creatures, we're up to 24,768 damage. Highest dmg ability in smite 2017. Fromper wrote:Single target or multi-target?Meteor Swarm targets 172 squares for 6d6 damage each, which is a max of 6192 damage if every square has a small or medium creature in it.

Introduction[edit]

Have you ever wondered how much an item truly costs?Have you been wanting to find or craft an item but aren’tsure how it fits in to the grand scheme of things? Did youever look at sovereign glue and say to yourself, “There isno way that glue is worth 500,000 gp when Sentinal shieldis worth 500gp”. Well you are in luck because this guideis for you.Brainstorming with the Giant In the Playground, /r/DnDNext, and EnWorld forums, Saidoro has put togethera set of tables that break down the costs, reasons for thecosts, and DMG page to find the item.

DM Preface[edit]

Your world need not sell the magic items for the pricesgiven below. Your world does not even need to sell themagic items below at all. The primary purpose of thetables below is to establish the relative price of magicitems so that you can have a reasonably sane economyand/or so that you can quickly eyeball how much the swagyou’re giving your players is worth.The items are divided into a few different lists for yourconvenience. The lists are as follows:

  • Consumables are items that are used some set amount of times (usually once) and then are gone.
  • Summoning Items are items that summon creatures to kill things or solve problems for you.
  • Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
  • Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
  • Game-Changing Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.

Each is discussed further in their own section. Byadjusting the prices of the various lists, the DM can makeit easier or harder to get their hands on various types ofproblem solving abilities.

Again, the prices below are not absolute. The DM mayadjust the prices of items individually or by list, they maymake any item available or not, they may say that magicitems can’t be sold for gold at all and that the below pricesonly roughly estimate value when people are tradingmagic items for other magic items or they may even notshow these tables to their PCs at all and just use them toestimate treasure values. The below lists are intended as atool, not an imposition on your campaign world.

Consumables

Consumables represent all items that can be usedup when used in their intended manner. By default,consumables are somewhere around one tenth theprice of an equivalent permanent item. The scroll pricesbelow represent a typical scroll of that level. Scrolls withsignificant direct value, such as scrolls of fabricate orwish, may be priced differently.

NameValuePageRarityMM Page
Spell Scroll level 010200Common
Ammunition +1 (each)25150Uncommon
Potion of Healing50187Common
Quaal's Feather Token Anchor50188Rare
Spell Scroll Level 160200Common
Philter of Love90184Uncommon
Ammunition +2 (ea)100150Rare
Potion of Poison100188Uncommon
Dust of Dryness (1 pellet)120166Uncommon
Elixir of Health120168Rare
Keoghtom's Ointment (Per dose)120179Uncommon
Spell Scroll Level 2120200Uncommon
Potion of Fire Breath150187Uncommon
Potion of Greater Healing150187Uncommon
Potion of Climbing180187Common
Potion of Heroism180188Rare
Potion of Invisibility180188Very Rare
Potion of Mind Read-ing180188Rare
Potion of Water Breathing180188Uncommon
Scroll of Protection180199Rare
Nolzur's Marvelous Pigments200183Very Rare
Potion of Animal Friendship200187Uncommon
Spell Scroll Level 3200200Uncommon
Quaal's Feather Token Fan250188Rare
Quaal's Feather Token Whip250188Rare
Potion of Diminution270187Rare
Potion of Growth270187Uncommon
Dust of Disappearance300166Uncommon
Necklace of Fireballs (One bead)300182Rare
Potion of Gaseous Form300187Rare
Potion of Resistance300188Uncommon
Universal Solvent300209Legendary
Spell Scroll Level 4320200Rare
Ammunition +3 (ea)400150Very Rare
Potion of Speed400188Very Rare
Sovereign Glue400200Legendary
Horn of Blasting450174Rare
Potion of Superior Healing450187Very Rare
Dust of Sneezing and Choking480166Uncommon
Necklace of Fireballs (Two beads)480182Rare
Oil of Slipperiness480184Uncommon
Potion of Flying500187Very Rare
Arrow of Slaying (ea)600152Very Rare
Spell Scroll Level 5640200Rare
Bead of Force960154Rare
Elemental Gem960167Uncommon
Necklace of Fireballs (Three beads)960182Rare
Potion of Clairvoyance960187Rare
Potion of Vitality960188Very Rare
Spell Scroll Level 61280200Very Rare
Potion of Supreme Healing1350187Very Rare
Chime of Opening1500158Rare
Necklace of Fireballs (Four beads)1600182Rare
Oil of Etherealness1920183Rare
Ioun Stone Absorption2400177Very Rare
Spell Scroll Level 72560200Very Rare
Quaal's Feather Token Bird3000188Rare
Quaal's Feather Token Swan Boat3000188Rare
Oil of Sharpness3200184Very Rare
Necklace of Fireballs (Five beads)3840182Rare
Potion of Invulnerability3840188Rare
Gem of Brightness5000171Uncommon
Spell Scroll Level 85120200Very Rare
Deck of Illusions6120161Uncommon
Necklace of Fireballs (Six beads)7680182Rare
Spell Scroll Level 910240200Legendary
Ioun Stone Greater Absorption31000177Legendary
Rod of Absorption50000195Very Rare
Talisman of Ultimate Evil61440207Legendary
Talisman of Pure Good71680207Legendary
Robe of Useful ItemsItems * 5195Uncommon

Summoning Items

Summoning items give their users shiny new friendsto help them destroy their enemies or solve problems.With the exception of the Onyx dog, the Silver Ravenand the Ivory Goat of Terror, the value of these items isheavily dependent on how expensive mercenaries are inyour campaign world. The basic rules makes hiring evenquite competent allies startlingly cheap, and while theseitems aren’t based on the ridiculous 2 gp/day rule, they doassume that hiring combat ready minions is a relativelycheap activity that most players will be doing a little bitof if the situation warrants it. Adjust the below pricesaccordingly if this is not true in your campaign world.

NameValuePageRarityMM Page
Ivory Goat (Travail)400169Rare326
Goldean Lion (ea)600169Rare331
Ivory Goat (Traveling)1000169Rare336
Staff of the Python2000204Uncommon324
Onyx Dog3000170Rare332
Silver Raven5000170Uncommon335
Silver Horn of Valhalla5600175Rare344
Marble Elephant6000170Rare322
Bowl of Commanding Water Elementals8000156Rare125
Brazier of Commanding Fire Elementals8000156Rare125
Censer of Controlling Air Elementals8000158Rare124
Stone of Controlling Earth Elementals8000205Rare124
Brass Horn of Valhalla8400175Rare344
Bronze Horn of Valhalla11200175Very Rare344
Iron Horn of Valhalla14000175Legendary344
Ivory Goat (Terror)20000169Rare326

Combat Items

Combat items are primarily good for killing things.A few have other uses as well, like the luckstone or theIoun Stone Mastery, but their biggest effect is makingtheir owner better at killing or not getting killed. Increasethe price of these items if you want your players mostlygetting oddball magic items that don’t interact much at allwith combat. All items which are weapons or armor addthe cost of the base weapon or armor that makes them upto their price.

NameValuePageRarity
Vicious Weapon350209Rare
Adamantine Armor500150Uncommon
Mithral Armor800182Uncommon
+1 Weapon1000213Uncommon
Sword of Life-Stealing1000206Rare
Ioun Stone Protection1200177Rare
Wand of the War Mage +11200212Uncommon
Bracers of Archery1500156Uncommon
Circlet of Blasting1500158Uncommon
Javelin of Lightning1500178Uncommon
Prayer Bead - Smiting1500182Rare
Wind Fan1500213Uncommon
Sword of Sharpness1700206Rare
Staff of the Adder1800203Uncommon
Dancing Sword2000160Very Rare
Glamoured Studded Leather2000172Rare
Pipes of the Sewers2000185Uncommon
Prayer Bead - Bless2000182Rare
Saddle of the Cavalier2000199Uncommon
Sword of Wounding2000207Rare
Frost Brand2200171Very Rare
Dagger of Venom2500160Rare
Gloves of Missile Snaring3000172Uncommon
Ioun Stone Agility3000177Very Rare
Ioun Stone Fortitude3000177Very Rare
Ioun Stone Insight3000177Very Rare
Ioun Stone Intellect3000177Very Rare
Ioun Stone Leadership3000177Very Rare
Ioun Stone Strength3000177Very Rare
Staff of Withering3000205Rare
Cloak of Protection3500159Uncommon
Oathbow3500183Very Rare
Ring of Protection3500191Rare
+2 Weapon4000213Rare
Boots of Speed4000155Rare
Dragon Scale Mail4000165Very Rare
Elven Chain4000168Rare
Ioun Stone Regeneration4000177Legendary
Iron Bands of Bilarro4000177Rare
Prayer Bead - Curing4000182Rare
Rope of Entanglement4000197Rare
Wand of Enemy Detection4000210Rare
Luckstone4200205Uncommon
Wand of the War Mage +24800212Rare
Flame Tongue5000170Rare
Periapt of Wound Closure5000184Uncommon
Ring of Evasion5000191Rare
Ring of the Ram5000193Rare
Tentacle Rod5000208Rare
Animated Shield6000151Very Rare
Armor of Resistance6000152Rare
Arrow-Catching Shield6000152Rare
Belt of Dwarvenkind6000155Rare
Bracers of Defense6000156Rare
Ioun Stone Reserve6000177Rare
Pearl of Power6000184Uncommon
Pipes of Haunting6000185Uncommon
Ring of Resistance6000192Rare
Robe of Scintillating Colors6000194Very Rare
Scimitar of Speed6000199Very Rare
Shield of Missile Attraction6000200Rare
Giant Slayer7000172Rare
Mace of Smiting7000179Rare
Brooch of Shielding7500156Uncommon
Amulet of Health8000150Rare
Dragon Slayer80001166Rare
Gauntlets of Ogre Power8000171Uncommon
Headband of Intellect8000173Uncommon
Mace of Disruption8000179Rare
Mace of Terror8000180Rare
Nine Lives Stealer (Fully Charged)8000183Very Rare
Wand of Magic Missiles8000211Uncommon
Wand of Web8000212Uncommon
Staff of Thunder and Lightning10000204Very Rare
Wand of Binding10000209Rare
Wand of Fear10000210Rare
Ioun Stone Awareness12000177Rare
Rod of the Pact Keeper +112000197Rare
Staff of Charming12000201Rare
Sunblade12000205Rare
Staff of Healing13000202Rare
Ring of Shooting Stars14000192Very Rare
Ioun Stone Mastery15000177Legendary
+3 Weapon16000213Very Rare
Hammer of Thunderbolts16000173Legendary
Rod of the Pact Keeper +216000197Rare
Staff of Fire16000201Very Rare
Staff of Swarming Insects16000203Rare
Wand of Paralysis16000211Rare
Ring of Fire Elemental Command17000190Legendary
Dwarven Thrower18000167Very Rare
Wand of the War Mage +319200212Very Rare
Efreeti Chain20000167Legendary
Ring of Free Action20000191Rare
Sentinel Shield20000199Uncommon
Staff of Striking21000203Very Rare
Ring of Spell Storing24000192Rare
Vorpal Sword24000209Legendary
Ring of Water Elemental Command25000191Legendary
Rod of Alertness25000195Very Rare
Staff of Frost26000201Very Rare
Instrument of the Bards - Fochulan Bandlore26500176Uncommon
Instrument of the Bards - Mac-Fuirmidh Cittern27000176Uncommon
Rod of Lordly Might28000195Legendary
Rod of the Pact Keeper +328000197Very Rare
Instrument of the Bards - Doss Lute28500176Uncommon
Instrument of the Bards - Canaith Mandolin30000176Rare
Mantle of Spell Resistance30000180Rare
Ring of Spell Turning30000193Legendary
Prayer Bead - Favor32000182Rare
Wand of Fireballs32000210Rare
Wand of Lightning Bolts32000211Rare
Wand of Polymorph32000211Very Rare
Instrument of the Bards - Cli Lyre35000176Rare
Scarab of Protection36000199Legendary
Sword of Answering36000206Legendary
Staff of the Woodlands44000204Rare
Spellguard Shield50000201Very Rare
Cloak of Displacement60000158Rare
Robe of Stars60000194Very Rare
Weapon of Warning60000213Uncommon
Prayer Bead - Wind Walking96000182Rare
Instrument of the Bards - Anstruth Harp109000176Very Rare
Instrument of the Bards - Ollamh Harp125000176Legendary
Prayer Bead - Summons128000182Rare
Holy Avenger165000174Legendary

Noncombat Items

Noncomat items give some sort of problem-solvingability not directly related to combat. Some, like theEversmoking Bottle and the Boots of Levitation are alsouseful in combat, but that isn’t where the bulk of theirutility comes from. Increase the price of these items ifyou’d rather have your players resort to combat morepredictably instead of coming up with complicatedschemes that avoid direct fighting.

Darwine was developed from which performed these functions on other Unix and Linux operating systems. Download darwine-x86-1.1.21.dmg. Contents.History In 2002, part of the OpenDarwin team created Darwine to support compiling of Win32 source into / binaries for Macintosh computers. Darwine also provided a software library, known as Winelib, against which developers can compile Windows applications to help port them to Unix-like systems.

NameValuePageRarity
Helm of Comprehend Languages500173Uncommon
Driftglobe750166Uncommon
Trident of Fish Command800209Uncommon
Cap of Water Breathing1000157Uncommon
Eversmoking Bottle1000168Uncommon
Quiver of Ehlonna1000189Uncommon
Ioun Stone Sustenance1000177Rare
Ring of Warmth1000193Uncommon
Goggles of Night1500172Uncommon
Horseshoes of the Zephyr1500175Very Rare
Mariner's Armor1500181Uncommon
Necklace of Adaption1500182Uncommon
Ring of Water Walking1500193Uncommon
Wand of Magic Detection1500211Uncommon
Wand of Secrets1500211Uncommon
Gloves of Swimming and Climbing2000172Uncommon
Heward's Handy Haversack2000174Rare
Rope of Climbing2000197Uncommon
Ring of Feather Falling2000191Rare
Boots of Elvenkind2500155Uncommon
Eyes of Minute Seeing2500168Uncommon
Eyes of the Eagle2500168Uncommon
Ring of Jumping2500191Uncommon
Dimensional Shackles3000165Rare
Eyes of Charming3000168Uncommon
Medallion of Thoughts3000181Uncommon
Ring of Swimming3000193Uncommon
Bag of Holding4000153Uncommon
Boots of Levitation4000155Rare
Ring of Animal Influence4000189Rare
Boots of Striding and Springing5000156Uncommon
Cloak of Arachnida5000158Very Rare
Cloak of Elvenkind5000158Uncommon
Gloves of Thievery5000172Uncommon
Hat of Disguise5000173Uncommon
Horseshoes of Speed5000175Rare
Immovable Rod5000175Uncommon
Lantern of Revealing5000179Uncommon
Periapt of Health5000184Uncommon
Periapt of Proof Against Poison5000184Rare
Slippers of Spider Climbing5000200Uncommon
Cloak of the Bat6000159Rare
Cloak of the Manta Ray6000159Uncommon
Ring of X-Ray Vision6000193Rare
Cape of the Mountebank8000157Rare
Portable Hole8000185Rare
Apparatus of Kwalish10000151Legendary
Boots of the Winterlands10000156Uncommon
Folding Boat10000170Rare
Ring of Invisibility10000191Legendary
Helm of Telepathy12000174Uncommon
Cube of Force16000159Rare
Ring of Mind Shielding16000191Uncommon
Rod of Rulership16000197Rare
Mirror of Life Trapping18000181Very Rare
Amulet of Proof Against Detection and Location20000150Uncommon
Robe of Eyes30000193Rare
Gem of Seeing32000172Rare
Plate Armor of Etherealness48000185Legendary

Gamechanging Items

Gamechanging items significantly impacteither the gameworld as a whole or the sortof things that are capable of challenging theirholders. I don’t really see either of these asa problem, but they may not fit with somecampaigns or some settings, so the DMshould take a careful look at the items onthis list and decide whether or not they areallowed.

NameValuePageRarityMM Page
+1 Armor1500152Rare
+1 Shield1500200Uncommon
Sending Stones2000199Uncommon
Wings of Flying5000214Rare
Alchemy Jug6000150Uncommon
+2 Armor6000152Very Rare
+2 Shield6000200Rare
Ebony Fly6000169Rare
Bronze Griffon8000169Rare
Broom of Flying8000156Uncommon174
Serpentine Owl8000170Rare
Winged Boots8000214Uncommon327
Dwarven Plate9000167Very Rare
Potion of Longevity9000188Very Rare
Carpet of Flying12000157Very Rare
Ring of Regeneration12000191Very Rare
Sphere of Annihilation15000201Legendary
Armor of Invulnerability18000152Legendary
Talisman of the Sphere20000207Legendary
+3 Armor24000152Legendary
+3 Shield24000200Very Rare
Defender24000164Legendary
Ring of Earth Elemental Command31000190Legendary
Robe of the Archmagi34000194Legendary
Ring of Air Elemental Command35000190Legendary
Cubic Gate40000160Legendary
Crystal Ball50000159Very Rare
Helm of Teleportation64000174Rare
Daern's Instant Fortress75000160Rare
Ring of Telekinesis80000193Very Rare
Cloak of Invisibility80000158Legendary
Rod of Security90000197Very Rare
Staff of Power95500202Very Rare
Obsidian Steed128000170Very Rare235
Decanter of Endless Water135000160Uncommon
Amulet of the Planes160000150Very Rare

Items that Won’t be priced[edit]

Candle of Invocation: Because we’ve learned a thing or two from 3.5

Deck of Many Things, Efreeti Bottle, Iron flask, Ring of Three Wishes, and Luck Blade: Because Wishes

Well of Many Worlds: Because if the GM wants you to have a TARDIS you’ll have one and if they don’t you won’t

Wand of Wonder: Because lolrandom

Ring of Djinni Summoning: It’s pretty much everything from the gamechanging list in a single item

Bag of Tricks: Creating permanent living creatures does absolutely silly things to the economy

Tome of the Stilled Tongue: No wizard would ever sell this

Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a “level up” type thing

Belt of giant Strength and Potion of Giant Strength: breaks bounded accuracy

Rod of Resurrection: Plot device

Helm of Brilliance: Lolrandom

Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)

Staff of the Magi: Too much power

Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjustthe golem crafting prices as needed

Cursed items

Credits:Saidoro: For the list and the work putting it all together.SalmonSquire: For the layout of the original document.Wizard of the Coast: For making a great 5th edition of D&D.Giant In The Playground: For their help refining the list./r/DnDNext and EnWorld: For their extra input.

Back to Main Page → 5e Homebrew → Campaign Settings → Voidhaven → Creating Equipment and Magic Items

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Creating_Equipment_and_Magic_Items_(Voidhaven_Supplement)&oldid=1222352'
Site Search
Home > Magic Items > Creating Magic Items

To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.

Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.

The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.

A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.

The secrets of creating artifacts are long lost.

Table: Summary of Magic Item Creation Costs
Magic ItemFeatItem CostSpell Component CostsMagic Supplies CostBase Price4
Material2XP3
  1. Rods usable as weapons must include the masterwork weapon cost.
  2. This cost is only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite does not automatically incur this cost if the item doesn’t actually cast the spell.
  3. If purchasing a staff, the buyer pays 5 × the XP value in gold pieces.
  4. A character creating an item pays 1/25 the base price in experience points.
  5. Some items have additional value from a masterwork item component.

An item’s market price is the sum of the item cost, spell component costs, and the base price.

ArmorCraft Magic
Arms And Armor
Masterwork
armor
Cost × 50
(usually none)
× 50 (usually none) × 5 gp½ the value on Table: Armor and ShieldsValue on Table: Armor and Shields
ShieldCraft Magic
Arms And Armor
Masterwork
shield
× 50 (usually none)× 50 (usually none) × 5 gp½ the value on Table: Armor and ShieldsValue on Table: Armor and Shields
WeaponCraft Magic
Arms And Armor
Masterwork
weapon
× 50 (usually none)× 50 (usually none) × 5 gp½ the value on Table: WeaponsValue on Table: Weapons
PotionBrew PotionCost (usually none)Cost (usually none)25 × level of spell × level of caster50 × level of spell × level of caster
RingForge Ring × 50× 50 × 5 gpSpecial, see Table: Estimating Magic
Item Gold Price Values
Special, see Table: Estimating Magic
Item Gold Price Values
RodCraft Rod1× 50 (often none)× 50 (often none)Special, see Table: Estimating Magic
Item Gold Price Values
Special, see Table: Estimating Magic
Item Gold Price Values
ScrollScribe ScrollCost (usually none)Cost (usually none)12.5 × level of spell × level of caster25 × level of spell × level of caster
StaffCraft StaffMasterwork
quarterstaff
× 50 / (# of charges
used to activate spell)
× 50 × 5 gp / (# of charges
used to activate spell)
See Creating StaffsSee Creating Staffs
WandCraft Wand× 50× 50 × 5 gp375 × level of spell × level of caster750 × level of spell × level of caster
Wondrous
Item
Craft
Wondrous Item
5× 50 (usually none)× 50 (usually none)× 5 gpSpecial, see Table: Estimating Magic
Item Gold Price Values
Special, see Table: Estimating Magic
Item Gold Price Values
Table: Estimating Magic Item Gold Piece Values
  1. A 0-level spell is half the value of a 1st-level spell for determining price.
  2. Such as a luck, insight, sacred, or profane bonus.
  3. If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
  4. See Body Slot Affinities.
  5. An item that does not take up one of the spaces on a body costs double.
  6. If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
EffectBase PriceExample
Ability bonus (enhancement)Bonus squared × 1,000 gpGloves of Dexterity +2
Armor bonus (enhancement)Bonus squared × 1,000 gp+1 chainmail
Bonus spellSpell level1 squared × 1,000 gpPearl of power
AC bonus (deflection)Bonus squared × 2,000 gpRing of protection +3
AC bonus (other)2Bonus squared × 2,500 gpIoun stone, dusty rose prism
Natural armor bonus (enhancement)Bonus squared × 2,000 gpAmulet of natural armor +1
Save bonus (resistance)Bonus squared × 1,000 gpCloak of resistance +5
Save bonus (other)2Bonus squared × 2,000 gpStone of good luck
Skill bonus (competence)Bonus squared × 100 gpCloak of elvenkind
Spell resistance10,000 gp per point over SR 12; SR 13 minimumMantle of spell resistance
Weapon bonus (enhancement)Bonus squared × 2,000 gp+1 longsword
Spell EffectBase PriceExample
Single use, spell completionSpell level1 × caster level × 25 gpScroll of haste
Single use, use-activatedSpell level1 × caster level × 50 gpPotion of cure light wounds
50 charges, spell triggerSpell level1 × caster level × 750 gpWand of fireball
Command wordSpell level1 × caster level × 1,800 gpCape of the mountebank
Use-activated or continuousSpell level1 × caster level × 2,000 gp3Lantern of revealing
SpecialBase Price AdjustmentExample
Charges per dayDivide by (5 divided by charges per day)Boots of teleportation
Uncustomary space limitation4Multiply entire cost by 1.5Helm of teleportation
No space limitation5Multiply entire cost by 2Ioun stone
Multiple different abilitiesMultiply lower item cost by 1.5Helm of brilliance
Charged (50 charges)½ unlimited use base priceRing of the ram
ComponentExtra CostExample
Armor, shield, or weaponAdd cost of masterwork item+1 composite longbow
Spell has material component costAdd directly into price of item per charge6Wand of stoneskin
Spell has XP costAdd 5 gp per 1 XP per charge6Ring of three wishes

Magic Item Gold Piece Values

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.

Multiple Similar Abilities

For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.

Creating A Magic Items For Players Dmg
Multiple Different Abilities

Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.

0-Level Spells

When multiplying spell levels to determine value, 0-level spells should be treated as ½ level.

Other Considerations

Once you have a final cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use

Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use

Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.

Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.

Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.

Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.

Masterwork Items

Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)

Creating Magic Armor

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.

Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.

If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting magic armor requires one day for each 1,000 gp value of the base price.

Item Creation Feat Required

Craft Magic Arms and Armor.

Creating Magic Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.

Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.

A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Creating A Magic Items For Players Dmg 2017

Crafting a magic weapon requires one day for each 1,000 gp value of the base price.

Item Creation Feat Required

Craft Magic Arms and Armor.

Creating Potions

The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp × the level of the spell × the level of the caster.

Magic Items Dnd

All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.

Item Creation Feat Required

Brew Potion.

Table: Potion Base Prices (By Brewer’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Prices assume that the potion was made at the minimum caster level.

025 gp25 gp25 gp
1st50 gp50 gp100 gp100 gp
2nd300 gp400 gp400 gp400 gp
3rd750 gp900 gp1,050 gp750 gp
Table: Base Cost to Brew a Potion (By Brewer’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Costs assume that the creator makes the potion at the minimum caster level.

012 gp 5 sp +1 XP12 gp 5 sp +1 XP12 gp 5 sp +1 XP
1st25 gp +2 XP25 gp +2 XP50 gp +4 XP50 gp +4 XP
2nd150 gp +12 XP200 gp +16 XP200 gp +16 XP200 gp +16 XP
3rd375 gp +30 XP450 gp +36 XP525 gp +42 XP375 gp +30 XP

Creating Rings

To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.

Rings that duplicate spells with costly material or XP components add in the value of 50 × the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating A Magic Items For Players Dmg Free

Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Forging a ring requires one day for each 1,000 gp of the base price.

Item Creation Feat Required

Forge Ring.

Creating Rods

To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.

If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a rod requires one day for each 1,000 gp of the base price.

Item Creation Feat Required

Craft Rod.

Creating Scrolls

To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll—12.5 gp × the level of the spell × the level of the caster.

All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself. Likewise, a material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)

Scribing a scroll requires one day per each 1,000 gp of the base price.

Item Creation Feat Required

Scribe Scroll.

Table: Scroll Base Prices (By Scriber’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Prices assume that the scroll was made at the minimum caster level.

012 gp 5 sp12 gp 5 sp12 gp 5 sp
1st25 gp25 gp50 gp50 gp
2nd150 gp200 gp200 gp200 gp
3rd375 gp450 gp525 gp375 gp
4th700 gp800 gp1,000 gp700 gp
5th1,125 gp1,250 gp1,625 gp
6th1,650 gp1,800 gp2,400 gp
7th2,275 gp2,450 gp
8th3,000 gp3,200 gp
9th3,825 gp4,050 gp
Table: Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Costs assume that the creator makes the scroll at the minimum caster level.

06 gp 2 sp 5 cp +1 XP6 gp 2 sp 5 cp +1 XP6 gp 2 sp 5 cp +1 XP
1st12 gp 5 sp +1 XP12 gp 5 sp +1 XP25 gp +1 XP25 gp +2 XP
2nd75 gp +6 XP100 gp +8 XP100 gp +8 XP100 gp +8 XP
3rd187 gp 5 sp +15 XP225 gp +18 XP262 gp 5 sp +21 XP187 gp 5 sp +15 XP
4th350 gp +28 XP400 gp +32 XP500 gp +40 XP350 gp +28 XP
5th562 gp 5 sp +45 XP625 gp +50 XP812 gp 5 sp +65 XP
6th826 gp +66 XP900 gp +72 XP1,200 gp +96 XP
7th1,135 gp 5 sp +91 XP1,225 gp +98 XP
8th1,500 gp +120 XP1,600 gp +128 XP
9th1,912 gp 5 sp +153 XP2, 025 gp +162 XP

Creating Staffs

To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The cost for the materials is subsumed in the cost for creating the staff—375 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp × the level of the spell × the level of the caster), plus one-half of the value of any other abilities (187.5 gp × the level of the spell × the level of the caster). Staffs are always fully charged (50 charges) when created.

If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.

Crafting a staff requires one day for each 1,000 gp of the base price.

Item Creation Feat Required

Craft Staff.

Creating Wands

To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand—375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required, one for each charge. If casting the spell would reduce the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the wand in addition to the XP cost for making the wand itself. Likewise, material components are consumed when she begins working, but focuses are not. (A focus used in creating a wand can be reused.) The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)

Crafting a wand requires one day per each 1,000 gp of the base price.

Item Creation Feat Required

Craft Wand.

Table: Wand Base Prices (By Crafter’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Prices assume that the wand was made at the minimum caster level.

0375 gp375 gp375 gp
1st750 gp750 gp1,500 gp1,500 gp
2nd4,500 gp6,000 gp6,000 gp6,000 gp
3rd11,250 gp13,500 gp15,750 gp11,250 gp
4th21,000 gp24,000 gp30,000 gp21,000 gp
Table: Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s Class)
Spell LevelClr, Drd, WizSorBrdPal, Rgr1
  1. Caster level is half class level.

Costs assume that the creator makes the wand at the minimum caster level.

0187 gp 5 sp +15 XP187 gp 5 sp +15 XP187 gp 5 sp +15 XP
1st375 gp +30 XP375 gp +30 XP750 gp +60 XP750 gp +60 XP
2nd2,250 gp +180 XP3,000 gp +240 XP3,000 gp +240 XP3,000 gp +240 XP
3rd5,625 gp +450 XP6,750 gp +540 XP7,875 gp +630 XP5,625 gp +450 XP
4th10,500 gp +840 XP12,000 gp +960 XP15,000 gp +1200 XP10,500 gp +840 XP

Creating Wondrous Items

To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a wondrous item requires one day for each 1,000 gp of the base price.

Item Creation Feat Required

Craft Wondrous Item.

Intelligent Item Creation

To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.

Creating A Magic Items For Players Dmg Download

Adding New Abilities

A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

Table: Body Slot Affinities
Body SlotAffinity
Headband, helmetMental improvement, ranged attacks
HatInteraction
PhylacteryMorale, alignment
Eye lenses, gogglesVision
Cloak, cape, mantleTransformation, protection
Amulet, brooch, medallion,
necklace, periapt, scarab
Protection, discernment
RobeMultiple effects
ShirtPhysical improvement
Vest, vestmentClass ability improvement
BracersCombat
BraceletsAllies
GlovesQuickness
GauntletsDestructive power
BeltPhysical improvement
BootsMovement

Body Slot Affinities

Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.

You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.

Some body slots have different affinities for different specific items.

Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.

The Hypertext d20 SRDTM is owned by BoLS Interactive LLC.

Creating A Magic Items For Players Dmg Download

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Creating A Magic Items For Players Dmg 2

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.