Dmg Create Magic Items Tables 5e
Random Tables of the Dungeons and Dragons 5th Edition Dungeon Master's Guide. By Mike Shea on 26 May 2015. The 5th Edition Dungeon Master's Guide is packed with useful information for your 5e Dungeons and Dragons game. One of its most useful features is the huge amount of random tables. The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items,. The link doesn't pull up for me, but if you're referring to the XGE tables on pages 140-145, that's not exactly what I'm looking for. What I'm looking for is like the Magic Item Tables where it's like roll d100 and it has magic items from the DMG and XGE and others.
Treasure hoards are more fully described in the DMG (pg. 133); here’s a sample treasure hoard table for your perusal. The Dungeon Master's Guide. The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons. Nov 30, 2014 Re: DMG Best common/uncommon magic items? Originally Posted by yorkshiredave Can I ask about the sort of wands Wizards made in 3.5e, the ones that had such potential to unbalance a game with massive firepower, a wand of Fireballs at level 5 for example. You can find Magic Items in the Dungeon Master’s Guide Chapter 7 (Treasure) as well as Magic Items using Guidelines in Chapter 9 (Dungeon Master’s Workshop) See a spreadsheet of spells and their components here. Crafting Magic Items: A Guide to Artifice, Dungeon Masters Guild. 3.5e Table for Spell Component Costs. These tables are intended as a general reference and guideline regarding what a party of adventurers might get on the open market for an item if they worked at it. The main purpose for this page is to provide data for discussion of in-party pricing of magic items when loot is distributed.
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.
Magic Item | Feat | Item Cost | Spell Component Costs | Magic Supplies Cost | Base Price4 | |
---|---|---|---|---|---|---|
Material2 | XP3 | |||||
An item’s market price is the sum of the item cost, spell component costs, and the base price. | ||||||
Armor | Craft Magic Arms And Armor | Masterwork armor | Cost × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Shield | Craft Magic Arms And Armor | Masterwork shield | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Weapon | Craft Magic Arms And Armor | Masterwork weapon | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Weapons | Value on Table: Weapons |
Potion | Brew Potion | — | Cost (usually none) | Cost (usually none) | 25 × level of spell × level of caster | 50 × level of spell × level of caster |
Ring | Forge Ring | — | × 50 | × 50 × 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Rod | Craft Rod | —1 | × 50 (often none) | × 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Scroll | Scribe Scroll | — | Cost (usually none) | Cost (usually none) | 12.5 × level of spell × level of caster | 25 × level of spell × level of caster |
Staff | Craft Staff | Masterwork quarterstaff | × 50 / (# of charges used to activate spell) | × 50 × 5 gp / (# of charges used to activate spell) | See Creating Staffs | See Creating Staffs |
Wand | Craft Wand | — | × 50 | × 50 × 5 gp | 375 × level of spell × level of caster | 750 × level of spell × level of caster |
Wondrous Item | Craft Wondrous Item | —5 | × 50 (usually none) | × 50 (usually none)× 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
| ||
Effect | Base Price | Example |
---|---|---|
Ability bonus (enhancement) | Bonus squared × 1,000 gp | Gloves of Dexterity +2 |
Armor bonus (enhancement) | Bonus squared × 1,000 gp | +1 chainmail |
Bonus spell | Spell level1 squared × 1,000 gp | Pearl of power |
AC bonus (deflection) | Bonus squared × 2,000 gp | Ring of protection +3 |
AC bonus (other)2 | Bonus squared × 2,500 gp | Ioun stone, dusty rose prism |
Natural armor bonus (enhancement) | Bonus squared × 2,000 gp | Amulet of natural armor +1 |
Save bonus (resistance) | Bonus squared × 1,000 gp | Cloak of resistance +5 |
Save bonus (other)2 | Bonus squared × 2,000 gp | Stone of good luck |
Skill bonus (competence) | Bonus squared × 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 × 2,000 gp | +1 longsword |
Spell Effect | Base Price | Example |
Single use, spell completion | Spell level1 × caster level × 25 gp | Scroll of haste |
Single use, use-activated | Spell level1 × caster level × 50 gp | Potion of cure light wounds |
50 charges, spell trigger | Spell level1 × caster level × 750 gp | Wand of fireball |
Command word | Spell level1 × caster level × 1,800 gp | Cape of the mountebank |
Use-activated or continuous | Spell level1 × caster level × 2,000 gp3 | Lantern of revealing |
Special | Base Price Adjustment | Example |
Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation |
Uncustomary space limitation4 | Multiply entire cost by 1.5 | Helm of teleportation |
No space limitation5 | Multiply entire cost by 2 | Ioun stone |
Multiple different abilities | Multiply lower item cost by 1.5 | Helm of brilliance |
Charged (50 charges) | ½ 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 charge6 | Wand of stoneskin |
Spell has XP cost | Add 5 gp per 1 XP per charge6 | Ring 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.
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.
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.
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.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the potion was made at the minimum caster level. | ||||
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 |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the potion at the minimum caster level. | ||||
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 |
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 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.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the scroll was made at the minimum caster level. | ||||
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 | — | — |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the scroll at the minimum caster level. | ||||
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 | — | — |
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.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the wand was made at the minimum caster level. | ||||
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 |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the wand at the minimum caster level. | ||||
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 |
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.
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 | 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 |
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.
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A copy of this License can be found at www.wizards.com/d20.
These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.
As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.
Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.
Table 88:
Magical Items
D20 Roll | Category |
---|---|
01-20 | Potions |
21-35 | Scrolls |
36-40 | Rings |
41 | Rods |
42 | Staves |
43-45 | Wands |
46 | Miscellaneous Magic: Books and Tomes |
47-48 | Miscellaneous Magic: Jewels and Jewelry |
49-50 | Miscellaneous Magic: Cloaks and Robes |
51-52 | Miscellaneous Magic: Boots and Gloves |
53 | Miscellaneous Magic: Girdles and Helms |
54-55 | Miscellaneous Magic: Bags and Bottles |
56 | Miscellaneous Magic: Dusts and Stones |
57 | Miscellaneous Magic: Household Items and Tools |
58 | Miscellaneous Magic: Musical Instruments |
59-60 | Miscellaneous Magic: The Weird Stuff |
61-75 | Armor and Shields |
76-00 | Weapons |
Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.
Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.
Potions and Oils (D6)
Subtable A (1-2)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Animal Control* | 250 | 400 |
2 | Clairaudience | 250 | 400 |
3 | Clairvoyance | 300 | 500 |
4 | Climbing | 300 | 500 |
5-6 | Delusion** | ~~ | 150 |
7 | Diminution | 300 | 500 |
8 | Dragon Control* | 700 | 5,000-9,000 |
9 | Elixir of Health | 350 | 2,000 |
10-11 | Elixir of Madness** | ~~ | ~~ |
12 | Elixir of Youth | 500 | 10,000 |
13 | ESP | 500 | 850 |
14-15 | Extra-Healing | 400 | 800 |
16 | Fire Breath | 400 | 4,000 |
17 | Fire Resistance | 250 | 400 |
18 | Flying | 500 | 750 |
19 | Gaseous Form | 300 | 400 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (3-4)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Giant Control* | 600 | 1,000-6,000 |
2 | Giant Strength* (Warrior) | 550 | 900-1,400 |
3 | Growth | 250 | 300 |
4-5 | Healing | 200 | 400 |
6 | Heroism (Warrior) | 300 | 500 |
7 | Human Control* | 500 | 900 |
8 | Invisibility | 250 | 500 |
9 | Invulnerability (Warrior) | 350 | 500 |
10 | Levitation | 250 | 400 |
11 | Longevity | 500 | 1,000 |
12 | Oil of Acid Resistance | 500 | 5,000 |
13 | Oil of Disenchantment | 750 | 3,500 |
14 | Oil of Elemental Invulnerability* | 500 | 5,000 |
15 | Oil of Etherealness | 600 | 1,500 |
16 | Oil of Fiery Burning | 500 | 4,000 |
17 | Oil of Fumbling** | ~~ | 1,000 |
18 | Oil of Impact | 750 | 5,000 |
19 | Oil of Slipperiness | 400 | 750 |
20 | DM's Choice | ~~ | ~~ |
Subtable C (5-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Oil of Timelessness | 500 | 2,000 |
2 | Philter of Glibness | 500 | 2,500 |
3 | Philter of Love | 200 | 300 |
4 | Philter of Persuasiveness | 400 | 850 |
5 | Philter of Stammering and Stuttering** | ~~ | 1,500 |
6 | Plant Control | 250 | 300 |
7-8 | Poison** | ~~ | ~~ |
9 | Polymorph Self | 200 | 350 |
10 | Rainbow Hues | 200 | 800 |
11 | Speed | 200 | 450 |
12-13 | Super-heroism (Warrior) | 450 | 750 |
14 | Sweet Water | 200 | 250 |
15 | Treasure Finding | 600 | 2,000 |
16 | Undead Control* | 700 | 2,500 |
17 | Ventriloquism | 200 | 800 |
18 | Vitality | 300 | 2,500 |
19 | Water Breathing | 400 | 900 |
20 | DM's Choice | ~~ | ~~ |
* The type of creature affected can be determined by die roll (seethe specific item description for more information).
** The DM shouldn't reveal the exact nature of the potion.
Scrolls (D6)
Subtable A (1-4)
D20 Roll | Item* | Level Range** |
---|---|---|
1-3 | 1 spell | 1-4 |
4-5 | 1 spell | 1-6 |
6 | 1 spell | 2-9 (2-7**) |
7 | 2 spells | 1-4 |
8 | 2 spells | 2-9 (2-7**) |
9 | 3 spells | 1-4 |
10 | 3 spells | 2-9 (2-7**) |
11 | 4 spells | 1-6 |
12 | 4 spells | 1-8 (1-6**) |
13 | 5 spells | 1-6 |
14 | 5 spells | 1-8 (1-6**) |
15 | 6 spells | 1-6 |
16 | 6 spells | 3-8 (3-6**) |
17 | 7 spells | 1-8 |
18 | 7 spells | 2-9 (2-7**) |
19 | 7 spells | 4-9 (4-7**) |
20 | DM's Choice | ~~ |
* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.
** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.
Experience Point Value:
The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.
Gold Piece Sale Value:
Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.
Subtable B (5-6)
D20 Roll | Item | XP Value |
---|---|---|
1 | Map | ~~ |
2 | Protection - Acid | 2,500 |
3 | Protection - Cold | 2,000 |
4 | Protection - Dragon Breath | 2,000 |
5 | Protection - Electricity | 1,500 |
6-7 | Protection - Elementals | 1,500 |
8 | Protection - Fire | 2,000 |
9 | Protection - Gas | 2,000 |
10-11 | Protection - Lycanthropes | 1,000 |
12 | Protection - Magic | 1,500 |
13 | Protection - Petrification | 2,000 |
14 | Protection - Plants | 1,000 |
15 | Protection - Poison | 1,000 |
16 | Protection - Possession | 2,000 |
17 | Protection - Undead | 1,500 |
18 | Protection - Water | 1,500 |
19 | Curse | ~~ |
20 | DM'sChoice | ~~ |
Rings (D6)
Subtable A (1-4)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Animal Friendship | 1,000 | 5,000 |
2 | Blinking | 1,000 | 5,000 |
3 | Chameleon Power | 1,000 | 5,000 |
4 | Clumsiness | ~~ | 3,000 |
5 | Contrariness | ~~ | 1,000 |
6-7 | Delusion | ~~ | 2,000 |
8 | Djinni Summoning* | 3,000 | 20,000 |
9 | Elemental Command | 5,000 | 25,000 |
10 | Feather Falling | 1,000 | 5,000 |
11 | Fire Resistance | 1,000 | 5,000 |
12 | Free Action | 1,000 | 5,000 |
13 | Human Influence | 2,000 | 10,000 |
14 | Invisibility | 1,500 | 7,500 |
15-16 | Jumping | 1,000 | 5,000 |
17 | Mammal Control* | 1,000 | 5,000 |
18 | Mind Shielding | 500 | 5,000 |
19 | Protection | 1,000** | see below |
20 | DM's Choice | ~~ | ~~ |
Subtable B (5-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Protection | 1,000** | see below |
3 | Ram, Ring of the* | 750 | 7,500 |
4 | Regeneration | 5,000 | 40,000 |
5 | Shocking Grasp | 1,000 | 5,000 |
6 | Shooting Stars | 3,000 | 15,000 |
7 | Spell Storing | 2,500 | 22,500 |
8 | Spell Turning | 2,000 | 17,500 |
9 | Sustenance | 500 | 3,500 |
10 | Swimming | 1,000 | 5,000 |
11 | Telekinesis* | 2,000 | 10,000 |
12 | Truth | 1,000 | 5,000 |
13 | Warmth | 1,000 | 5,000 |
14 | Water Walking | 1,000 | 5,000 |
15 | Weakness | ~~ | 1,000 |
16 | Wishes, Multiple* | 5,000 | 25,000 |
17 | Wishes, Three* | 3,000 | 15,000 |
18 | Wizardry* (Wizard) | 4,000 | 50,000 |
19 | X-Ray Vision | 4,000 | 35,000 |
20 | DM's Choice | ~~ | ~~ |
*The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
D100 Roll | Level of Protection | Market Value |
---|---|---|
01-70 | +1 | 5,000 |
71-82 | +2 | 12,000 |
83 | +2, 5-foot radius protection | 15,000 |
84-90 | +3 | 20,000 |
91 | +3, 5-foot radius protection | 25,000 |
92-97 | +4 on AC, +2 to saving throws | 24,000 |
98-00 | +6 on AC, +1 to saving throws | 30,000 |
Rods
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Absorption (Priest, Wizard) | 7,500 | 40,000 |
3-4 | Alertness | 7,000 | 50,000 |
5 | Beguiling (Priest, Wizard, Rogue) | 5,000 | 30,000 |
6-7 | Cancellation | 10,000 | 15,000 |
8 | Flailing | 2,000 | 20,000 |
9 | Lordly Might (Warrior) | 6,000 | 20,000 |
10 | Passage | 5,000 | 50,000 |
11 | Resurrection (Priest) | 10,000 | 35,000 |
12 | Rulership | 8,000 | 35,000 |
? | Scepter of Entrapment | 3,000 | 45,000 |
13-14 | Security | 3,000 | 30,000 |
15-16 | Smiting (Priest, Wizard) | 4,000 | 15,000 |
17 | Splendor | 2,500 | 25,000 |
18-19 | Terror | 3,000 | 15,000 |
20 | DM's Choice | ~~ | ~~ |
Staves
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Mace | 1,500 | 12,500 |
3 | Command (Priest, Wizard) | 5,000 | 25,000 |
4-5 | Curing (Priest) | 6,000 | 25,000 |
6 | Magi (Wizard) | 15,000 | 75,000 |
7 | Power (Wizard) | 12,000 | 60,000 |
8 | Serpent (Priest) | 7,000 | 35,000 |
9-10 | Slinging (Priest) | 2,000 | 10,000 |
11-12 | Spear | 1,000* | 5,000-25,000 |
13-14 | Striking (Priest, Wizard) | 6,000 | 15,000 |
15 | Swarming Insects (Priest, Wizard) | 100** | 500** |
16 | Thunder & Lightning | 8,000 | 20,000 |
17-18 | Withering | 8,000 | 35,000 |
19 | Woodlands (Druid) | 8,000 | 40,000 |
20 | DM's Choice | ~~ | ~~ |
* per +1 of power
** per charge
Wands
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Conjuration (Wizard) | 7,000 | 35,000 |
2 | Earth and Stone | 1,000 | 10,000-15,000 |
3 | Enemy Detection | 2,000 | 10,000 |
4 | Fear (Priest, Wizard) | 3,000 | 15,000 |
5 | Fire (Wizard) | 4,500 | 25,000 |
6 | Flame Extinguishing | 1,500 | 10,000 |
7 | Frost (Wizard) | 6,000 | 50,000 |
8 | Illumination | 2,000 | 10,000 |
9 | Illusion (Wizard) | 3,000 | 20,000 |
10 | Lightning (Wizard) | 4,000 | 30,000 |
11 | Magic Detection | 2,500 | 25,000 |
12 | Magic Missiles | 4,000 | 35,000 |
13 | Metal and Mineral Detection | 1,500 | 7,500 |
14 | Negation | 3,500 | 15,000 |
15 | Paralyzation (Wizard) | 3,500 | 25,000 |
16 | Polymorphing (Wizard) | 3,500 | 25,000 |
17 | Secret Door and Trap Location | 5,000 | 40,000 |
18 | Size Alteration | 3,000 | 20,000 |
19 | Wonder | 6,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Books, Librams, Manuals, Tomes
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-3 | Boccob's Blessed Book (Wizard) | 4,500 | 35,000 |
4 | Book of Exalted Deeds (Priest) | 8,000 | 40,000 |
5 | Book of Infinite Spells | 9,000 | 50,000 |
6 | Book of Vile Darkness (Priest) | 8,000 | 40,000 |
7 | Libram of Gainful Conjuration (Wizard) | 8,000 | 40,000 |
8 | Libram of Ineffable Damnation (Wizard) | 8,000 | 40,000 |
9 | Libram of Silver Magic (Wizard) | 8,000 | 40,000 |
10 | Manual of Bodily Health | 5,000 | 50,000 |
11 | Manual of Gainful Exercise | 5,000 | 50,000 |
12 | Manual of Golems (Priest, Wizard) | 3,000 | 30,000 |
13 | Manual of Puissant Skill at Arms (Warrior) | 8,000 | 40,000 |
14 | Manual of Quickness in Action | 5,000 | 50,000 |
15 | Manual of Stealthy Pilfering (Rogue) | 8,000 | 40,000 |
16 | Tome of Clear Thought | 8,000 | 48,000 |
17 | Tome of Leadership and Influence | 7,500 | 40,000 |
18 | Tome of Understanding | 8,000 | 43,500 |
19 | Vacuous Grimoire | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Amulet of Inescapable Location | ~~ | 1,000 |
2 | Amulet of Life Protection | 5,000 | 20,000 |
3 | Amulet of the Planes | 6,000 | 30,000 |
4 | Amulet of Proof Against Detection and Location | 4,000 | 15,000 |
5 | Amulet Versus Undead | 200* | 1000 |
6 | Beads of Force | 200 ea. | 1000 ea. |
7 | Brooch of Shielding | 1,000 | 10,000 |
8 | Gem of Brightness | 2,000 | 17,500 |
9 | Gem of Insight | 3,000 | 30,000 |
10 | Gem of Seeing | 2,000 | 25,000 |
11 | Jewel of Attacks | ~~ | 1,000 |
12 | Jewel of Flawlessness | ~~ | 1,000/facet |
13 | Medallion of ESP | 2,000 (was 1K/3K) | 10,000/30,000 |
14 | Medallion of Thought Projection | ~~ | 1,000 |
15 | Necklace of Adaptation | 1,000 | 10,000 |
16-17 | Necklace of Missiles | 100** | 200** |
18 | Necklace of Prayer Beads (Priest) | 500*** | 3,000*** |
19 | Necklace of Strangulation | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (4-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Pearl of Power (Wizard) | 200* | 2,000* |
2 | Pearl of the Sirines | 900 | 4,500 |
3 | Pearl of Wisdom (Priest) | 500 | 5,000 |
4 | Periapt of Foul Rotting | ~~ | 1,000 |
5 | Periapt of Health | 1,000 | 10,000 |
6 | Periapt of Proof Against Poison | 1,500 | 12,500 |
7 | Periapt of Wound Closure | 1,000 | 10,000 |
8 | Phylactery of Faithfulness (Priest) | 1,000 | 7,500 |
9 | Phylactery of Long Years (Priest) | 3,000 | 25,000 |
10 | Phylactery of Monstrous Attention (Priest) | ~~ | 2,000 |
11 | Scarab of Death | ~~ | 2,500 |
12 | Scarab of Enraging Enemies | 1,000 | 8,000 |
13 | Scarab of Insanity | 1,500 | 11,000 |
14 | Scarab of Protection | 2,500 | 25,000 |
15 | Scarab Versus Golems | **** | 15,000 |
16 | Talisman of Pure Good (Priest) | 3,500 | 27,500 |
17 | Talisman of the Sphere (Wizard) | 100 | 10,000 |
18 | Talisman of Ultimate Evil (Priest) | 3,500 | 32,500 |
19 | Talisman of Zagy | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per level
** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Cloak of Arachnida | 3,000 | 25,000 |
2 | Cloak of Displacement | 3,000 | 17,500 |
3-4 | Cloak of Elvenkind | 1,000 | 6,000 |
5 | Cloak of Poisonousness | ~~ | 2,500 |
6-8 | Cloak of Protection | 1,000* | 10,000* |
9 | Cloak of the Bat | 1,500 | 15,000 |
10 | Cloak of the Manta Ray | 2,000 | 12,500 |
11 | Robe of the Archmagi (Wizard) | 6,000 | 65,000 |
12 | Robe of Blending | 3,500 | 35,000 |
13 | Robe of Eyes (Wizard) | 4,500 | 50,000 |
14 | Robe of Powerlessness (Wizard) | ~~ | 1,000 |
15 | Robe of Scintillating Colors (Priest, Wizard) | 2,750 | 25,000 |
16 | Robe of Stars (Wizard) | 4,000 | 12,000 |
17-18 | Robe of Useful Items (Wizard) | 1,500 | 15,000 |
19 | Robe of Vermin (Wizard) | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Boots of Dancing | ~~ | 5,000 |
2 | Boots of Elvenkind | 1,000 | 5,000 |
3 | Boots of Levitation | 2,000 | 15,000 |
4 | Boots of Speed | 2,500 | 20,000 |
5 | Boots of Striding and Springing | 2,500 | 20,000 |
6 | Boots of the North | 1,500 | 7,500 |
7 | Boots of Varied Tracks | 1,500 | 7,500 |
8 | Boots, Winged | 2,000 | 20,000 |
9 | Bracers of Archery (Warrior) | 1,000 | 10,000 |
10 | Bracers of Brachiation | 1,000 | 10,000 |
11-12 | Bracers of Defense | 500* | 3,000* |
13 | Bracers of Defenselessness | ~~ | 2,000 |
14 | Gauntlets of Dexterity | 1,000 | 10,000 |
15 | Gauntets of Fumbling | ~~ | 1,000 |
16 | Gauntlets of Ogre Power (Priest, Rogue, Warrior) | 1,000 | 15,000 |
17 | Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior) | 1,000 | 10,000 |
18 | Gloves of Missile Snaring | 1,500 | 10,000 |
19 | Slippers of Spider Climbing | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-3 | Girdle of Dwarvenkind | 3,500 | 20,000 |
4 | Girdle of Femininity/Masculinity (Priest, Rogue, Warrior) | ~~ | 1,000 |
5-6 | Girdle of Giant Strength (Priest, Rogue Warrior) | 2,000 | 25,000 |
7-9 | Girdle of Many Pouches | 1,000 | 10,000 |
10 | Hat of Disguise | 1,000 | 7,500 |
11 | Hat of Stupidity | ~~ | 1,000 |
12 | Helm of Brilliance | 2,500 | 60,000 |
13-14 | Helm of Comprehending Languages and Reading Magic | 1,000 | 12,500 |
15 | Helm of Opposite Alignment | ~~ | 1,000 |
16 | Helm of Telepathy | 3,000 | 35,000 |
17 | Helm of Teleportation | 2,500 | 30,000 |
18-19 | Helm of Underwater Action | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Alchemy Jug | 3,000 | 12,000 |
2 | Bag of Beans | 1,000 | 5,000 |
3 | Bag of Devouring | ~~ | 1,500 |
4-7 | Bag of Holding | 5,000 | 25,000 |
8 | Bag of Transmuting | ~~ | 500 |
9 | Bag of Tricks | 2,500 | 15,000 |
10 | Beaker of Plentiful Potions | 1,500 | 12,500 |
11 | Bucknard's Everfull Purse | * | 15K/25K/40K |
12 | Decanter of Endless Water | 1,000 | 3,000 |
13 | Efreeti Bottle | 9,000 | 45,000 |
14 | Eversmoking Bottle | 500 | 2,500 |
15 | Flask of Curses | ~~ | 1,000 |
16 | Heward's Handy Haversack | 3,000 | 30,000 |
17 | Iron Flask | ~~ | ~~ |
18 | Portable Hole | 5,000 | 50,000 |
19 | Pouch of Accessibility | 1,500 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Candle of Invocation (Priest) | 1,000 | 5,000 |
2 | Dust of Appearance | 1,000 | 4,000 |
3 | Dust of Disappearance | 2,000 | 8,000 |
4 | Dust of Dryness | 1,000 | 8,000 |
5 | Dust of Illusion | 1,000 | 100/pinch |
6 | Dust of Tracelessness | 500 | 200/pinch |
7 | Dust of Sneezing and Choking | ~~ | 1,000 |
8 | Incense of Meditation (Priest) | 500 | 7,500 |
9 | Incense of Obsession (Priest) | ~~ | 500 |
10 | Ioun Stones | 300* | 5,000* |
11 | Keoghtom's Ointment | 500 | 10,000 |
12 | Nolzur's Marvelous Pigments | 500* | 3,000* |
13 | Philosopher's Stone | 1,000 | 10,000 |
14 | Smoke Powder** | ~~ | 30,000 |
15 | Sovereign Glue | 1,000/oz. | 1,000/oz. |
16 | Stone of Controlling Earth Elementals | 1,500 | 12,500 |
17 | Stone of Good Luck (Luckstone) | 3,000 | 25,000 |
18 | Stone of Weight (Loadstone) | ~~ | 1,000 |
19 | Universal Solvent | 1,000 | 7,000 |
20 | DM's Choice | ~~ | ~~ |
* Per stone or pot of pigment
** This item is optional and should not be given unless the arquebus isallowed in the campaign.
Miscellaneous Magic: Household Items and Tools
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Brazier Commanding Fire Elementals (Wizard) | 4,000 | 25,000 |
2 | Brazier of Sleep Smoke (Wizard) | ~~ | 1,000 |
3 | Broom of Animated Attack | ~~ | 3,000 |
4 | Broom of Flying | 2,000 | 10,000 |
5 | Carpet of Flying | 7,500 | 25,000 |
6 | Mattock of the Titans (Warrior) | 3,500 | 7,000 |
7 | Maul of the Titans (Warrior) | 4,000 | 12,000 |
8 | Mirror of Life Trapping (Wizard) | 2,500 | 25,000 |
9 | Mirror of Mental Prowess | 5,000 | 50,000 |
10 | Mirror of Opposition | ~~ | 2,000 |
11 | Murlynd's Spoon | 750 | 4,000 |
12-13 | Rope of Climbing | 1,000 | 10,000 |
14 | Rope of Constriction | ~~ | 1,000 |
15 | Rope of Entanglement | 1,500 | 12,000 |
16 | Rug of Smothering | ~~ | 1,500 |
17 | Rug of Welcome (Wizard) | 6,500 | 45,000 |
18 | Saw of Mighty Cutting (Warrior) | 2,000 | 12,500 |
19 | Spade of Colossal Excavation (Warrior) | 1,000 | 6,500 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Musical Instruments
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Chime of Interruption | 2,000 | 20,000 |
2 | Chime of Opening | 3,500 | 20,000 |
3 | Chime of Hunger | ~~ | ~~ |
4 | Drums of Deafening | ~~ | 500 |
5 | Drums of Panic | 6,500 | 35,000 |
6 | Harp of Charming | 5,000 | 25,000 |
7 | Harp of Discord | ~~ | 20,000 |
8 | Horn of Blasting | 1,000 | 55,000 |
9 | Horn of Bubbles | ~~ | ~~ |
10 | Horn of Collapsing | 1,500 | 25,000 |
11 | Horn of Fog | 400 | 4,000 |
12 | Horn of Goodness (Evil) | 750 | 3,250 |
13 | Horn of the Tritons (Priest, Warrior) | 2,000 | 17,500 |
14 | Horn of Valhalla | 1,000* | 15,000* |
15 | Lyre of Building | 5,000 | 30,000 |
16 | Pipes of Haunting | 400 | 5,000 |
17 | Pipes of Pain | ~~ | 10,000 |
18 | Pipes of Sounding | 1,000 | 10,000 |
19 | Pipes of the Sewers | 2,000 | 8,500 |
20 | DM's Choice | ~~ | ~~ |
* Only if used by character of appropriate class.
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Apparatus of Kwalish | 8,000 | 35,000 |
2-3 | Boat, Folding | 10,000 | 25,000 |
4 | Bowl Commanding Water Elementals (Wizard) | 4,000 | 25,000 |
5 | Bowl of Watery Death (Wizard) | ~~ | 1,000 |
6 | Censer Controlling Air Elementals (Wizard) | 4,000 | 25,000 |
7 | Censer of Summoning Hostile Air Elementals (Wizard) | ~~ | 1,000 |
8-9 | Crystal Ball (Wizard) | 1,000 | 5,000 |
10 | Crystal Hypnosis Ball (Wizard) | ~~ | 3,000 |
11 | Cube of Force | 3,000 | 20,000 |
12-13 | Cube of Frost Resistance | 2,000 | 14,000 |
14 | Cubic Gate | 5,000 | 17,500 |
15 | Daern's Instant Fortress | 7,000 | 27,500 |
16 | Deck of Illusions | 1,500 | 15,000 |
17 | Deck of Many Things | ~~ | 10,000 |
18 | Eyes of Charming (Wizard) | 4,000 | 24,000 |
19 | Eyes of Minute Seeing | 2,000 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
Subtable B 4-6
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Eyes of Petrification | ~~ or 12,500 | ~~ or 50,000 |
2 | Eyes of the Eagle | 3,500 | 18,000 |
3-4 | Figurine of Wondrous Power | 100* | 1,000* |
? | Glowing Globe | 100 | 200 |
5 | Horseshoes of a Zephyr | 1,500 | 7,500 |
6-7 | Horseshoes of Speed | 2,000 | 10,000 |
8 | Iron Bands of Bilarro | 750 | 5,000 |
9 | Lens of Detection | 250 | 1,500 |
10 | Quaal's Feather Token | 1,000 | 2,000/7,000 |
11-12 | Quiver of Ehlonna | 1,500 | 10,000 |
13 | Sheet of Smallness | 1,500 | 12,500 |
14 | Sphere of Annihilation | 4,000 | 30,000 |
15 | Stone Horse | 2,000 | 12,000 |
16 | Well of Many Worlds | 6,000 | 12,000 |
17-18 | Wind Fan | 500 | 2,500 |
19 | Wings of Flying | 750 | 7,500 |
20 | DM's Choice | ~~ | ~~ |
* Per Hit Die of the figurine.
Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.
As you can see from the title, this Automator workflow allows you to achieve the same purpose, except that in reverse, so you can avoid this message every time you drag to the trash a mounted DMG file.Here are the steps to create it.Step 1: Create a new document in Automator and select Folder Action from the available document types.Step 2: At the top of the right panel, select Other from the dropdown menu. An window will show up with some placeholder code in it.Delete that code and instead copy and paste the following one in the script box:tell application 'Finder'set selectionlist to selectionif (count selectionlist). From the available document types that show up on the dialog box, select Service.Step 2: At the top of the right panel, make sure to choose from the dropdown menus the options ‘no input’ and ‘Finder’ respectively so that the end result is as the one pictured below.Step 3: Next, on the left panel of Automator, search for the Run AppleScript action and drag it to the right panel. Can you delete a dmg file after installing. Delete DMG Files Automatically When You Eject ThemStep 1: Open Automator and choose to create a new document.
Armor Type
D20 Roll | Armor | AC | Standard GP Value | Base Magic GP Value |
---|---|---|---|---|
1 | Banded mail | 4 | 200 | 2,000 |
2 | Brigandine | 6 | 120 | 1,000 |
3-5 | Chain mail | 5 | 75 | 1,500 |
6 | Field plate | 2 | 2000 | * |
7 | Full plate | 1 | 4000 - 10,000 | * |
8 | Leather | 8 | 5 | 0 |
9-12 | Plate mail | 3 | 600 | 3,000 |
13 | Ring mail | 7 | 100 | 500 |
14 | Scale mail | 6 | 120 | 1,000 |
15-17 | Shield | +1 | 1, 3, 7 or 10 | 500 |
18 | Splint mail | 4 | 80 | 2,000 |
19 | Studded leather | 7 | 20 | 500 |
20 | Special | ~~ | ~~ | ~~ |
* Field Plate and Full Plate are priced on the following table:
+1 | +2 | +3 | +4 | +5 | |
---|---|---|---|---|---|
Field Plate | 15,000 | 30,000 | 50,000 | 80,000 | 120,000 |
Full Plate | 30,000 | 50,000 | 80,000 | 120,000 | 200,000 |
Armor Class Adjustment
D20 Roll | AC Adj. | XP Value | GP Value |
---|---|---|---|
1-2 | -1 | ~~ | ~~ |
3-10 | +1 | 500 | 2,000 |
11-14 | +2 | 1,000 | 6,000 |
15-17 | +3 | 1,500 | 12,000 |
18-19 | +4 | 2,000 | 18,000 |
20 | +5 | 3,000 | 25,000 |
Special Armors
D20 Roll | Armor Type | XP Value | GP Value |
---|---|---|---|
1-2 | Armor of Command | 1,000 | 15,000 |
3-4 | Armor of Blending | 500 | 5000 |
5-6 | Armor of Missile Attraction | ~~* | 1,500 |
7-8 | Armor of Rage | ~~* | 2,000 |
9-10 | Elven Chain Mail | +1,000 | +5,000 |
11-12 | Plate Mail of Etherealness | 5,000 | 30,000 |
13-14 | Plate Mail of Fear | 4,000 | 35,000 |
15-16 | Plate Mail of Vulnerability | ~~ | 1,500 |
17-18 | Shield, Large, +1, +4 vs. Missiles | 400 | 4,000 |
19-20 | Shield -1, Missile Attractor | ~~ | 750 |
* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.
Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.
Weapon Type (D6)
Subtable A (1-2)
| Subtable B (3-6)
|
* See item description.
Attack Roll Adjustment
D20 Roll | Melee Adj. | XP Value | GP Value | Range Adj. | XP Value | GP Value* |
---|---|---|---|---|---|---|
1-2 | -1 | ~~ | 500 | -1 | ~~ | 500 |
3-10 | +1 | 400 | 2,000 | +1 | 20 | 120 |
11-14 | +2 | 800 | 4,000 | +1 | 20 | 120 |
15-17 | +3 | 1,400 | 8,000 | +2 | 50 | 300 |
18-19 | +4 | 2,000 | 12,000 | +2 | 50 | 300 |
20 | +5 | 3,000 | 18,000 | +3 | 75 | 450 |
* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.
If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.
Special Weapons (D10)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Arrow of Direction | 2,500 | 17,500 |
2 | Arrow of Slaying | 250 | 2,500 |
3 | Axe +2, Throwing | 750 | 4,500 |
4 | Axe of Hurling | 1,500/+* | 15,000/+ |
5-6 | Bow +1 | 500 | 3,500 |
7 | Crossbow of Accuracy, +3 | 2,000 | 12,000 |
8 | Crossbow of Distance | 1,500 | 7,500 |
9 | Crossbow of Speed | 1,500 | 7,500 |
10-11 | Dagger +1, +2 vs. Tiny or Small creatures | 300 | 750 |
12-13 | Dagger +2, +3 vs. larger than man-sized | 300 | 2,000 |
14 | Dagger +2, Longtooth | 300 | 2,500 |
15 | Dagger of Throwing | 150+100/+* | 1,500+1,000/+ |
16 | Dagger of Venom | 350 | 3,000 |
17 | Dart of Homing | 450 | 4,500 |
18 | Hammer +3, Dwarven Thrower | 1,500 | 15,000 |
19 | Hammer of Thunderbolts | 2,500 | 25,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable B (4-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Hornblade | * | * |
2 | Javelin of Lightning | 250 | 3,000 |
3 | Javelin of Piercing | 250 | 3,000 |
4-5 | Knife, Buckle | 100/+* | 1,000/+* |
6-7 | Mace of Disruption | 2,000 | 17,500 |
8 | Net of Entrapment | 1,000 | 7,500 |
9 | Net of Snaring | 1,000 | 6,000 |
10-11 | Quarterstaff, Magical | 250/+* | 1,500/+* |
12 | Scimitar of Speed | 2,000+500/+* | 6,000+3,000/+ |
13-14 | Sling of Seeking +2 | 700 | 7,000 |
15 | Spear, Cursed Backbiter | ~~ | 1,000 |
16 | Trident of Fish Command | 500 | 4,000 |
17 | Trident of Submission | 1,500 | 12,500 |
18 | Trident of Warning | 1,000 | 10,000 |
19 | Trident of Yearning | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable C (7-9)
D20 Roll | Sword | XP Value | GP Value |
---|---|---|---|
1 | Sun Blade | 3,000 | 20,000 |
2-7 | Sword +1, +2 vs. magic-using & enchanted creatures | 600 | 3,000 |
8-10 | Sword +1, +3 vs. lycanthropes & shape-changers | 700 | 3,500 |
11-12 | Sword +1, +3 vs. regenerating creatures | 800 | 4,000 |
13 | Sword +1, +4 vs. reptiles | 800 | 4,000 |
14-15 | Sword +1, Cursed | ~~ | 1,000 |
16 | Sword +1, Flame Tongue | 900 | 4,500 |
17 | Sword +1, Luck Blade | 1,000 | 5,000 |
18 | Sword +2, Dragon Slayer | 900 | 4,500 |
19 | Sword +2, Giant Slayer | 900 | 4,500 |
20 | DM's Choice | ~~ | ~~ |
Subtable D (10)
D20 Roll | Swords | XP Value | GP Value |
---|---|---|---|
1 | Sword +2, Nine Lives Stealer | 1,600 | 8,000 |
2-3 | Sword +3, Frost Brand | 1,600 | 8,000 |
4 | Sword +4, Defender | 3,000 | 15,000 |
5 | Sword +5, Defender | 3,600 | 18,000 |
6 | Sword +5, Holy Avenger | 4,000 | 20,000 |
7-8 | Sword -2, Cursed | ~~ | 500 |
9 | Sword of Dancing | 4,400 | 22,000 |
10 | Sword of Life Stealing | 5,000 | 25,000 |
11 | Sword of Sharpness | 7,000 | 35,000 |
12 | Sword of the Planes | 2,000 | 30,000 |
13 | Sword of Wounding | 4,400 | 22,000 |
14-16 | Sword, Cursed Berserking | ~~ | 500 |
17-18 | Sword, Short, Quickness (+2) | 1,000 | 17,500 |
19 | Sword, Vorpal Weapon | 10,000 | 50,000 |
20 | DM's Choice | ~~ | ~~ |