This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
MAGIC ITEMS I
(BASICS & CREATION)
Magic items are divided into categories:
armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous
items. In addition, some magic items are cursed or intelligent. Finally, a few
magic items are of such rarity and power that they are considered to belong to a
category of their own: artifacts. Artifacts are classified in turn as minor
(extremely rare but not one-of-a-kind items) or major (each one unique and
extremely potent).
Armor and Shields: Magic armor (including shields)
offers improved, magical protection to the wearer. Some of these items confer
abilities beyond a benefit to Armor Class.
Weapons: Magic weapons are
created with a variety of combat powers and almost always improve the attack and
damage rolls of the wielder as well.
Potions: A potion is an elixir
concocted with a spell-like effect that affects only the
drinker.
Rings: A ring is a circular metal band worn on the finger (no
more than two rings per wearer) that has a spell-like power (often a constant
effect that affects the wearer).
Rods: A rod is a scepter-like item
with a special power unlike that of any known spell.
Scrolls: A scroll
is a spell magically inscribed onto paper or parchment so that it can be used
later.
Staffs: A staff has a number of different (but often related)
spell effects. A newly created staff has 50 charges, and each use of the staff
depletes one or more of those charges.
Wands: A wand is a short stick
imbued with the power to cast a specific spell. A newly created wand has 50
charges, and each use of the wand depletes one of those charges.
Wondrous
Items: These objects include magic jewelry, tools, books, clothing, and much
more.
Magic Items and Detect Magic
When detect magic identifies
a magic item’s school of magic, this information refers to the school of
the spell placed within the potion, scroll, or wand, or the prerequisite given
for the item. The description of each item provides its aura strength and the
school it belongs to.
If more than one spell is given as a prerequisite, use
the highest-level spell. If no spells are included in the prerequisites, use the
following default guidelines.
|
Item Nature
|
School
|
|
Armor and protection items
|
Abjuration
|
|
Weapons or offensive items
|
Evocation
|
|
Bonus to ability score, on skill check, etc.
|
Transmutation
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USING ITEMS
To use a magic item, it must be activated, although
sometimes activation simply means putting a ring on your finger. Some items,
once donned, function constantly. In most cases, using an item requires a
standard action that does not provoke attacks of opportunity. By contrast, spell
completion items are treated like spells in combat and do provoke attacks of
opportunity.
Activating a magic item is a standard action unless the item
description indicates otherwise. However, the casting time of a spell is the
time required to activate the same power in an item, regardless of the type of
magic item, unless the item description specifically states otherwise.
The
four ways to activate magic items are described below.
Spell
Completion: This is the activation method for scrolls. A scroll is a spell
that is mostly finished. The preparation is done for the caster, so no
preparation time is needed beforehand as with normal spellcasting. All
that’s left to do is perform the finishing parts of the spellcasting (the
final gestures, words, and so on). To use a spell completion item safely, a
character must be of high enough level in the right class to cast the spell
already. If he can’t already cast the spell, there’s a chance
he’ll make a mistake. Activating a spell completion item is a standard
action and provokes attacks of opportunity exactly as casting a spell
does.
Spell Trigger: Spell trigger activation is similar to spell
completion, but it’s even simpler. No gestures or spell finishing is
needed, just a special knowledge of spellcasting that an appropriate character
would know, and a single word that must be spoken. Anyone with a spell on his or
her spell list knows how to use a spell trigger item that stores that spell.
(This is the case even for a character who can’t actually cast spells,
such as a 3rd-level paladin.) The user must still determine what spell is stored
in the item before she can activate it. Activating a spell trigger item is a
standard action and does not provoke attacks of opportunity.
Command Word:
If no activation method is suggested either in the magic item description or
by the nature of the item, assume that a command word is needed to activate it.
Command word activation means that a character speaks the word and the item
activates. No other special knowledge is needed.
A command word can be a real
word, but when this is the case, the holder of the item runs the risk of
activating the item accidentally by speaking the word in normal conversation.
More often, the command word is some seemingly nonsensical word, or a word or
phrase from an ancient language no longer in common use. Activating a command
word magic item is a standard action and does not provoke attacks of
opportunity.
Sometimes the command word to activate an item is written right
on the item. Occasionally, it might be hidden within a pattern or design
engraved on, carved into, or built into the item, or the item might bear a clue
to the command word.
The Knowledge (arcana) and Knowledge (history) skills
might be useful in helping to identify command words or deciphering clues
regarding them. A successful check against DC 30 is needed to come up with the
word itself. If that check is failed, succeeding on a second check (DC 25) might
provide some insight into a clue.
The spells identify and analyze
dweomer both reveal command words.
Use Activated: This type of
item simply has to be used in order to activate it. A character has to drink a
potion, swing a sword, interpose a shield to deflect a blow in combat, look
through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is
generally straightforward and self-explanatory.
Many use-activated items are
objects that a character wears. Continually functioning items are practically
always items that one wears. A few must simply be in the character’s
possession (on his person). However, some items made for wearing must
still be activated. Although this activation sometimes requires a command word
(see above), usually it means mentally willing the activation to happen. The
description of an item states whether a command word is needed in such a
case.
Unless stated otherwise, activating a use-activated magic item is
either a standard action or not an action at all and does not provoke attacks of
opportunity, unless the use involves performing an action that provokes an
attack of opportunity in itself. If the use of the item takes time before a
magical effect occurs, then use activation is a standard action. If the
item’s activation is subsumed in its use and takes no extra time use
activation is not an action at all.
Use activation doesn’t mean that if
you use an item, you automatically know what it can do. You must know (or at
least guess) what the item can do and then use the item in order to activate it,
unless the benefit of the item comes automatically, such from drinking a potion
or swinging a sword.
SIZE AND MAGIC ITEMS
When an article of magic
clothing or jewelry is discovered, most of the time size shouldn’t be an
issue. Many magic garments are made to be easily adjustable, or they adjust
themselves magically to the wearer. Size should not keep characters of various
kinds from using magic items.
There may be rare exceptions, especially with
racial specific items.
Armor and Weapon Sizes: Armor and weapons that
are found at random have a 30% chance of being Small (01–30), a 60% chance
of being Medium (31–90), and a 10% chance of being any other size
(91–100).
MAGIC ITEMS ON THE BODY
Many magic items need to be
donned by a character who wants to employ them or benefit from their abilities.
It’s possible for a creature with a humanoid-shaped body to wear as many
as twelve magic items at the same time. However, each of those items must be
worn on (or over) a particular part of the body.
A humanoid-shaped body can
be decked out in magic gear consisting of one item from each of the following
groups, keyed to which place on the body the item is worn.
• One
headband, hat, helmet, or phylactery on the head
• One pair of eye
lenses or goggles on or over the eyes
• One amulet, brooch, medallion,
necklace, periapt, or scarab around the neck
• One vest, vestment, or
shirt on the torso
• One robe or suit of armor on the body (over a
vest, vestment, or shirt)
• One belt around the waist (over a robe or
suit of armor)
• One cloak, cape, or mantle around the shoulders (over
a robe or suit of armor)
• One pair of bracers or bracelets on the arms
or wrists
• One glove, pair of gloves, or pair of gauntlets on the
hands
• One ring on each hand (or two rings on one hand)
• One
pair of boots or shoes on the feet
Of course, a character may carry or
possess as many items of the same type as he wishes. However, additional items
beyond those listed above have no effect.
Some items can be worn or
carried without taking up space on a character’s body. The description of
an item indicates when an item has this property.
SAVING THROWS AGAINST
MAGIC ITEM POWERS
Magic items produce spells or spell-like effects. For a
saving throw against a spell or spell-like effect from a magic item, the DC is
10 + the level of the spell or effect + the ability modifier of the minimum
ability score needed to cast that level of spell.
Staffs are an exception to
the rule. Treat the saving throw as if the wielder cast the spell, including
caster level and all modifiers to save DC.
Most item descriptions give
saving throw DCs for various effects, particularly when the effect has no exact
spell equivalent (making its level otherwise difficult to determine
quickly).
DAMAGING MAGIC ITEMS
A magic item doesn’t need to make
a saving throw unless it is unattended, it is specifically targeted by the
effect, or its wielder rolls a natural 1 on his save. Magic items should always
get a saving throw against spells that might deal damage to them— even
against attacks from which a nonmagical item would normally get no chance to
save. Magic items use the same saving throw bonus for all saves, no matter what
the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus
equals 2 + one-half its caster level (round down). The only exceptions to this
are intelligent magic items, which make Will saves based on their own Wisdom
scores.
Magic items, unless otherwise noted, take damage as nonmagical items
of the same sort. A damaged magic item continues to function, but if it is
destroyed, all its magical power is lost.
REPAIRING MAGIC ITEMS
Some
magic items take damage over the course of an adventure. It costs no more to
repair a magic item with the Craft skill than it does to repair its nonmagical
counterpart. The make whole spell also repairs a damaged—but not
completely broken—magic item.
INTELLIGENT ITEMS
Some magic
items, particularly weapons, have an intelligence all their own. Only permanent
magic items (as opposed to those with a single use or those with charges) can be
intelligent. (This means that potions, scrolls, and wands, among other items,
are never intelligent.)
In general, less than 1% of magic items have
intelligence.
CURSED ITEMS
Some items are cursed—incorrectly
made, or corrupted by outside forces. Cursed items might be particularly
dangerous to the user, or they might be normal items with a minor flaw, an
inconvenient requirement, or an unpredictable nature. Randomly generated items
are cursed 5% of the time.
CHARGES, DOSES, AND MULTIPLE USES
Many
items, particularly wands and staffs, are limited in power by the number of
charges they hold. Normally, charged items have 50 charges at most. If such an
item is found as a random part of a treasure, roll d% and divide by 2 to
determine the number of charges left (round down, minimum 1). If the item has a
maximum number of charges other than 50, roll randomly to determine how many
charges are left.
Prices listed are always for fully charged items. (When an
item is created, it is fully charged.) For an item that’s worthless when
its charges run out (which is the case for almost all charged items), the value
of the partially used item is proportional to the number of charges left. For an
item that has usefulness in addition to its charges, only part of the
item’s value is based on the number of charges
left.
MAGIC ITEM DESCRIPTIONS
Each general type
of magic item gets an overall description, followed by descriptions of specific
items.
General descriptions include notes on activation, random generation,
and other material. The AC, hardness, hit points, and break DC are given for
typical examples of some magic items. The AC assumes that the item is unattended
and includes a –5 penalty for the item’s effective Dexterity of 0.
If a creature holds the item, use the creature’s Dexterity modifier in
place of the –5 penalty.
Some individual items, notably those that
simply store spells and nothing else, don’t get full-blown descriptions.
Reference the spell’s description for details, modified by the form of the
item (potion, scroll, wand, and so on). Assume that the spell is cast at the
minimum level required to cast it
Items with full descriptions have their
powers detailed, and each of the following topics is covered in notational form
at the end of the description.
• Aura: Most of the time, a detect
magic spell will reveal the school of magic associated with a magic item and
the strength of the aura an item emits. This information (when applicable) is
given at the beginning of the item’s notational entry. See the detect
magic spell description for details.
• Caster Level:
The next item in a notational entry gives the caster level of the item,
indicating its relative power. The caster level determines the item’s
saving throw bonus, as well as range or other level-dependent aspects of the
powers of the item (if variable). It also determines the level that must be
contended with should the item come under the effect of a dispel magic
spell or similar situation. This information is given in the form “CL
x,” where “CL” is an abbreviation for caster level and
“x” is an ordinal number representing the caster level
itself.
For potions, scrolls, and wands, the creator can set the caster level
of an item at any number high enough to cast the stored spell and not higher
than her own caster level. For other magic items, the caster level is determined
by the item itself. In this case, the creator’s caster level must be as
high as the item’s caster level (and prerequisites may effectively put a
higher minimum on the creator’s level).
• Prerequisites: Certain
requirements must be met in order for a character to create a magic item. These
include feats, spells, and miscellaneous requirements such as level, alignment,
and race or kind. The prerequisites for creation of an item are given
immediately following the item’s caster level.
A spell prerequisite may
be provided by a character who has prepared the spell (or who knows the spell,
in the case of a sorcerer or bard), or through the use of a spell completion or
spell trigger magic item or a spell-like ability that produces the desired spell
effect. For each day that passes in the creation process, the creator must
expend one spell completion item or one charge from a spell trigger item if
either of those objects is used to supply a prerequisite.
It is possible for
more than one character to cooperate in the creation of an item, with each
participant providing one or more of the prerequisites. In some cases,
cooperation may even be necessary.
If two or more characters cooperate to
create an item, they must agree among themselves who will be considered the
creator for the purpose of determinations where the creator’s level must
be known. The character designated as the creator pays the XP required to make
the item.
Typically, a list of prerequisites includes one feat and one or
more spells (or some other requirement in addition to the feat).
When two
spells at the end of a list are separated by “or,” one of those
spells is required in addition to every other spell mentioned prior to the last
two.
• Market Price: This gold piece value, given following the word
“Price,” represents the price someone should expect to pay to buy
the item. The market price for an item that can be constructed with an item
creation feat is usually equal to the base price plus the price for any
components (material or XP).
• Cost to Create: The next part of a
notational entry is the cost in gp and XP to create the item, given following
the word
“Cost.” This information appears only for items with
components (material or XP), which make their market prices higher than their
base prices. The cost to create includes the costs derived from the base cost
plus the costs of the components.
Items without components do not have a
“Cost” entry. For them, the market price and the base price are the
same. The cost in gp is 1/2 the market price, and the cost in XP is 1/25 the
market price.
• Weight: The notational entry for many wondrous items
ends with a value for the item’s weight. When a weight figure is not
given, the item has no weight worth noting (for purposes of determining how much
of a load a character can carry).
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Table: Random Magic Item Generation
|
|
Minor
|
Medium
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Major
|
Item
|
|
01–04
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01–10
|
01–10
|
Armor and shields
|
|
05–09
|
11–20
|
11–20
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Weapons
|
|
10–44
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21–30
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21–25
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Potions
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|
45–46
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31–40
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26–35
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Rings
|
|
—
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41–50
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36–45
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Rods
|
|
47–81
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51–65
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46–55
|
Scrolls
|
|
—
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66–68
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56–75
|
Staffs
|
|
82–91
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69–83
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76–80
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Wands
|
|
92–100
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84–100
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81–100
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Wondrous items
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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
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|
|
|
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Spell Component Costs
|
|
|
|
Magic Item
|
Feat
|
Item Cost
|
Material2
|
XP3
|
Magic Supplies Cost
|
Base Price4
|
|
Armor
|
Craft Magic Arms and Armor
|
Masterwork armor
|
Cost x 50 (usually none)
|
x 50 (usually none) x 5 gp
|
1/2 the value on Table: Armor and Shields
|
Value on Table: Armor and Shields
|
|
Shield
|
Craft Magic Arms and Armor
|
Masterwork shield
|
x 50 (usually none)
|
x 50 (usually none) x 5 gp
|
1/2 the value on Table: Armor and Shields
|
Value on Table: Armor and Shields
|
|
Weapon
|
Craft Magic Arms and Armor
|
Masterwork weapon
|
x 50 (usually none)
|
x 50 (usually none) x 5 gp
|
1/2 the value on Table: Weapons
|
Value on Table: Weapons
|
|
Potion
|
Brew Potion
|
—
|
Cost (usually none)
|
Cost (usually none)
|
1/2 x 25 x level of spell x level of caster
|
25 x level of spell x level of caster
|
|
Ring
|
Forge Ring
|
—
|
x 50
|
x 50 x 5 gp
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
|
Rod
|
Craft Rod
|
1
|
x 50 (often none)
|
x 50 (often none)
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
|
Scroll
|
Scribe Scroll
|
—
|
Cost (usually none)
|
Cost (usually none)
|
1/2 x 12.5 x level of spell x level of caster
|
12.5 x level of spell x level of caster
|
|
Staff
|
Craft Staff
|
Masterwork quarterstaff (300 gp)
|
x 50 / (# of charges used to activate spell)
|
x 50 x 5 gp / (# of charges used to activate spell)
|
See Creating Staffs, below
|
See Creating Staffs, below
|
|
Wand
|
Craft Wand
|
—
|
x 50
|
x 50 x 5 gp
|
1/2 x 375 x level of spell x level of caster
|
375 x level of spell x level of caster
|
|
Wondrous Item
|
Craft Wondrous Item
|
5
|
x 50 (usually none)
|
x 50 (usually none) x 5 gp
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
Special, see Table: Estimating Magic Item Gold Price Values,
below
|
|
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 x 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.
|
|
Table: Estimating Magic Item Gold Piece Values
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|
Effect
|
Base Price
|
Example
|
|
Ability bonus (enhancement)
|
Bonus squared x 1,000 gp
|
Gloves of Dexterity +2
|
|
Armor bonus (enhancement)
|
Bonus squared x 1,000 gp
|
+1 chainmail
|
|
Bonus spell
|
Spell level squared x 1,000 gp
|
Pearl of power
|
|
AC bonus (deflection)
|
Bonus squared x 2,000 gp
|
Ring of protection +3
|
|
AC bonus (other)1
|
Bonus squared x 2,500 gp
|
Ioun stone, dusty rose prism
|
|
Natural armor bonus (enhancement)
|
Bonus squared x 2,000 gp
|
Amulet of natural armor +1
|
|
Save bonus (resistance)
|
Bonus squared x 1,000 gp
|
Cloak of resistance +5
|
|
Save bonus (other)1
|
Bonus squared x 2,000 gp
|
Stone of good luck
|
|
Skill bonus (competence)
|
Bonus squared x 100 gp
|
Cloak of elvenkind
|
|
Spell resistance
|
10,000 gp per point over SR 12; SR 13 minimum
|
Mantle of spell resistance
|
|
Weapon bonus (enhancement)
|
Bonus squared x 2,000 gp
|
+1 longsword
|
|
Spell Effect
|
Base Price
|
Example
|
|
Single use, spell completion
|
Spell level x caster level x 25 gp
|
Scroll of haste
|
|
Single use, use-activated
|
Spell level x caster level x 50 gp
|
Potion of cure light wounds
|
|
50 charges, spell trigger
|
Spell level x caster level x 750 gp
|
Wand of fireball
|
|
Command word
|
Spell level x caster level x 1,800 gp
|
Cape of the mountebank
|
|
Use-activated or continuous
|
Spell level x caster level x 2,000 gp2
|
Lantern of revealing
|
|
Special
|
Base Price Adjustment
|
Example
|
|
Charges per day
|
Divide by (5 divided by charges per day)
|
Boots of teleportation
|
|
Uncustomary space limitation3
|
Multiply entire cost by 1.5
|
Helm of teleportation
|
|
No space limitation4
|
Multiply entire cost by 2
|
Ioun stone
|
|
Multiple different abilities
|
Multiply higher item cost by 2
|
Helm of brilliance
|
|
Charged (50 charges)
|
1/2 unlimited use base price
|
Ring of the ram
|
|
Component
|
Extra Cost
|
Example
|
|
Armor, shield, or weapon
|
Add cost of masterwork item
|
+1 composite longbow
|
|
Spell has material component cost
|
Add directly into price of item per charge5
|
Wand of stoneskin
|
|
Spell has XP cost
|
Add 5 gp per 1 XP per charge5
|
Ring of three wishes
|
|
Spell Level: A 0-level spell is half the value of a 1st-level spell
for determining price.
|
|
1 Such as a luck, insight, sacred, or profane bonus.
|
|
2 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.
|
|
3 See Body Slot Affinities, below.
|
|
4 An item that does not take up one of the spaces on a body costs
double.
|
|
5 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.
|
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 Piece 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.
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 1/2 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.
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 x the level of the spell x
the level of the caster.
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.
|
Potion Base Prices (By Brewer’s Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
25 gp
|
25 gp
|
25 gp
|
—
|
|
1st
|
50 gp
|
50 gp
|
100 gp
|
100 gp
|
|
2nd
|
300 gp
|
400 gp
|
400 gp
|
400 gp
|
|
3rd
|
750 gp
|
900 gp
|
1,050 gp
|
750 gp
|
|
* Caster level is half class level.
|
|
Prices assume that the potion was made at the minimum caster
level.
|
|
Base Cost to Brew a Potion (By Brewer’s Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
12 gp 5 sp +1 XP
|
12 gp 5 sp +1 XP
|
12 gp 5 sp +1 XP
|
—
|
|
1st
|
25 gp +2 XP
|
25 gp +2 XP
|
50 gp +4 XP
|
50 gp +4 XP
|
|
2nd
|
150 gp +12 XP
|
200 gp +16 XP
|
200 gp +16 XP
|
200 gp +16 XP
|
|
3rd
|
375 gp +30 XP
|
450 gp +36 XP
|
525 gp +42 XP
|
375 gp +30 XP
|
|
* Caster level is half class level.
|
|
Costs assume that the creator makes the potion at the minimum caster
level.
|
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 Piece 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 x 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 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 Piece 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 x
the level of the spell x 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.
|
Scroll Base Prices (By Scriber’s Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
12 gp 5 sp
|
12 gp 5 sp
|
12 gp 5 sp
|
—
|
|
1st
|
25 gp
|
25 gp
|
50 gp
|
50 gp
|
|
2nd
|
150 gp
|
200 gp
|
200 gp
|
200 gp
|
|
3rd
|
375 gp
|
450 gp
|
525 gp
|
375 gp
|
|
4th
|
700 gp
|
800 gp
|
1,000 gp
|
700 gp
|
|
5th
|
1,125 gp
|
1,250 gp
|
1,625 gp
|
—
|
|
6th
|
1,650 gp
|
1,800 gp
|
2,400 gp
|
—
|
|
7th
|
2,275 gp
|
2,450 gp
|
—
|
—
|
|
8th
|
3,000 gp
|
3,200 gp
|
—
|
—
|
|
9th
|
3,825 gp
|
4,050 gp
|
—
|
—
|
|
* Caster level is half class level.
|
|
Prices assume that the scroll was made at the minimum caster
level.
|
|
Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s
Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
6 gp 2 sp 5 cp +1 XP
|
6 gp 2 sp 5 cp +1 XP
|
6 gp 2 sp 5 cp +1 XP
|
—
|
|
1st
|
12 gp 5 sp +1 XP
|
12 gp 5 sp +1 XP
|
25 gp +1 XP
|
25 gp +2 XP
|
|
2nd
|
75 gp +6 XP
|
100 gp +8 XP
|
100 gp +8 XP
|
100 gp +8 XP
|
|
3rd
|
187 gp 5 sp +15 XP
|
225 gp +18 XP
|
262 gp 5 sp +21 XP
|
187 gp 5 sp +15 XP
|
|
4th
|
350 gp +28 XP
|
400 gp +32 XP
|
500 gp +40 XP
|
350 gp +28 XP
|
|
5th
|
562 gp 5 sp +45 XP
|
625 gp +50 XP
|
812 gp 5 sp +65 XP
|
—
|
|
6th
|
826 gp +66 XP
|
900 gp +72 XP
|
1,200 gp +96 XP
|
—
|
|
7th
|
1,135 gp 5 sp +91 XP
|
1,225 gp +98 XP
|
—
|
—
|
|
8th
|
1,500 gp +120 XP
|
1,600 gp +128 XP
|
—
|
—
|
|
9th
|
1,912 gp 5 sp +153 XP
|
2, 025 gp +162 XP
|
—
|
—
|
|
* Caster level is half class level.
|
|
Costs assume that the creator makes the scroll at the minimum caster
level.
|
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 x the level of the highest-level spell x the level of the
caster, plus 75% of the value of the next most costly ability (281.25 gp x the
level of the spell x the level of the caster), plus one-half of the value of any
other abilities (187.5 gp x the level of the spell x 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 x the level of the spell x 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.
|
Wand Base Prices (By Crafter’s Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
375 gp
|
375 gp
|
375 gp
|
—
|
|
1st
|
750 gp
|
750 gp
|
1,500 gp
|
1,500 gp
|
|
2nd
|
4,500 gp
|
6,000 gp
|
6,000 gp
|
6,000 gp
|
|
3rd
|
11,250 gp
|
13,500 gp
|
15,750 gp
|
11,250 gp
|
|
4th
|
21,000 gp
|
24,000 gp
|
30,000 gp
|
21,000 gp
|
|
* Caster level is half class level.
|
|
Prices assume that the wand was made at the minimum caster level.
|
|
Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s
Class)
|
|
Spell Level
|
Clr, Drd, Wiz
|
Sor
|
Brd
|
Pal, Rgr*
|
|
0
|
187 gp 5 sp +15 XP
|
187 gp 5 sp +15 XP
|
187 gp 5 sp +15 XP
|
—
|
|
1st
|
375 gp +30 XP
|
375 gp +30 XP
|
750 gp +60 XP
|
750 gp +60 XP
|
|
2nd
|
2,250 gp +180 XP
|
3,000 gp +240 XP
|
3,000 gp +240 XP
|
3,000 gp +240 XP
|
|
3rd
|
5,625 gp +450 XP
|
6,750 gp +540 XP
|
7,875 gp +630 XP
|
5,625 gp +450 XP
|
|
4th
|
10,500 gp +840 XP
|
12,000 gp +960 XP
|
15,000 gp +1200 XP
|
10,500 gp +840 XP
|
|
* Caster level is half class level.
|
|
Costs assume that the creator makes the wand at the minimum caster
level.
|
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 Piece 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.
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.
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.
|
Body Slot
|
Affinity
|
|
Headband, helmet
|
Mental improvement, ranged attacks
|
|
Hat
|
Interaction
|
|
Phylactery
|
Morale, alignment
|
|
Eye lenses, goggles
|
Vision
|
|
Cloak, cape, mantle
|
Transformation, protection
|
|
Amulet, brooch, medallion, necklace, periapt, scarab
|
Protection, discernment
|
|
Robe
|
Multiple effects
|
|
Shirt
|
Physical improvement
|
|
Vest, vestment
|
Class ability improvement
|
|
Bracers
|
Combat
|
|
Bracelets
|
Allies
|
|
Gloves
|
Quickness
|
|
Gauntlets
|
Destructive power
|
|
Belt
|
Physical improvement
|
|
Boots
|
Movement
|
Wondrous items that don’t match the affinity for a particular body
slot should cost 50% more than wondrous items that match the affinity.