Nov 02, 2015 So if you find a legendary magic item, you’re probably holding on to it for a while. If you are playing in an a home campaign, and your DM allows you to sell magic items, depending on how rare the item is, you might not be able to find someone to sell the item to, which is problematic (DMG pg.129). 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.
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
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)
Subtable B (3-4)
Subtable C (5-6)
* 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)
* 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)
Rings (D6)
Subtable A (1-4)
Subtable B (5-6)
https://gzcbxq.weebly.com/blog/ror2-how-is-engineer-dmg-calculated. *The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
Rods
Staves
* per +1 of power
** per charge
Wands
Miscellaneous Magic: Books, Librams, Manuals, Tomes
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
Subtable B (4-6)
* Per level
** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
* 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
Miscellaneous Magic: Musical Instruments
* Only if used by character of appropriate class.
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
Subtable B 4-6
* 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.
Dmg Magic Item Table 3.5 10
Armor Type
* Field Plate and Full Plate are priced on the following table:
Armor Class Adjustment
Special Armors
* 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)
* See item description.
Attack Roll Adjustment
* 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)
* See item description
Subtable B (4-6)
* See item description
Subtable C (7-9)
Subtable D (10)
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Any man on the street with a few nasty scars and good tale or two can call himself an adventurer, but there are a few true tests that can determine the difference between a talented liar and the kind of person who considers fighting dragons a slow day at the office. It's not demonstrable skills, or nerve, or even a history of past accomplishments. It's magic items.
I know that this sounds counterintuitive, but work it out for a second. Put a fighting guy with just better than average stats, some class features, and some HD out on the front line, and what do you have? Basically, you have a giant, which means 'NPC'. Without a magic weapon to bypass DR, good armor to avoid being clobbered, healing magic to recover for the next fight, and crazy extra effects to surprise an enemy like dimension dooring with the Cape of the Mountebank or reflecting a spell with a Ring of Spell Turning, you just don't have enough mojo to call yourself a PC. Monsters have bigger raw stats and better recharge times on their abilities, so if you don't have something extra you aren't going to be able to compete.
Magic items are the true test of the adventurer because they say 'I'm trying to grow my power asymmetrically and I'm willing to do it by stealing it from other people who are also growing their power asymmetrically.' Anyone can fire a bow at a manticore in flight, but only an adventurer is so concerned with power that he'll track that manticore to its lair and risk getting boxed in by a family of manticores just for the opportunity to root through its dropping on the off chance some would-be hero got eaten by the thing and a magical trinket or two survived passing through its innards.
Some would called that 'greedy', but in fact that's 'hardcore.' Real adventurers are willing and able to risk their life on just the hope that their efforts will bring magical loot, and it's worth it. The more magical loot one gains, the more able an adventurer is to survive the next terrible risk that might offer magical loot. Heck, just holding onto any reasonable-sized pile of magical loot means that one is to be reckoned with. A real adventurer won't sell his Helm of Brilliance for a pile of 'magic beans' and he's not going to put himself in a situation where a common cutpurse is going to walk away with his Pearl of the Sirenes, and he's going to set himself up in society in a role where the local king or warlord can't just send a few longbowmen and an apprentice with detect magic to confiscate his magical loot 'for the good of the state.' Magic items are not just a reflection of your power, but a reflection of your character and your ability to choose your own destiny.
That being said, magic item creation and ownership is a big deal, and should not be the abbreviated (and broken) process that you see in the DMG. Here are some rules to make it sane and easy.
Dmg Magic Item Table 3.5 1The Core of Magic Item Design: Don't Do It Like Diablo[edit]
Diablo II is a great game, but literally every single thing it does with magic items is bad for a table top role playing game.
Magic Items with Class(ifications)[edit]
It's all well and good to talk about 'Magic Items' as a whole, but there really is a very big difference between piles of scrolls (which have a modest effect on a single adventure) and a flaming sword (which has a modest effect on all your adventures). Not as much as the writers of the DMG seem to think -- but it's certainly there. An item with 'unlimited' charges is actually going to be used a specific and finite number of times before the character stops adventuring, the item is destroyed, or the character starts using something else. While there is no specific limits to how many times you can swing a sword, fundamentally there is a limit to how many times you are going to swing that sword.
Activation vs. Constant[edit]
Walking around in a suit of magic plate assumes that as long as it's worn properly, then without any prompting on the part of the character the suit is providing an enhancement bonus to AC. It's the same with a Ring of Fire Resistance, an Amulet of Natural Armor, and a host of other items. Similarly there are items such as magical swords that can be used round after round generating their effects time and time again without rest or recharge. It's the same with wands, most rods, the vast majority of rings, and collapsible animated ice swans. In either case these items are Constant items. Item providing a Constant effect (or usable in a Constant fashion) must be specifically targeted by a dispel magic to be affected.
Other items need to be activated before they work. Scrolls and potions are classic examples, but a good percentage of magic items fall into that category. These are Activation items. Activation items have to be in some way prepped up before they are used. A scroll must be read and deciphered; a potion must be shaken up and opened. Any Activation effect can be dispelled in an Area dispel magic or person-targeted effect (as appropriate).
Ownership is a Privilege, Not a Right[edit]
Several systems of magic item ownership have been attempted in the past. The current system is a pseudo chakra-based BS where magic power is limited by one's body parts where some items are dedicated to a specific body part (magic helmets like a Helm of Telepathy) and others are supposed to be put on the body but get to ignore this system (Ioun Stones are a classic example, as they float around your head and just give you some magic powers but you can have a dozen or a hundred doing that job and it's no problem). Other magic items generally sit in your pocket until you use them, and its assumed that your backpack is stuffed with them (staffs, wands, rods, most rings, scroll, potions, special-use weapons like ghost touch swords, and about half of the wondrous magic items).
One of the dumber parts of D&D has been the tally sheets of items where determining the effects and bonuses on a single character starts to look like doing your taxes. That's lame and slows down the game, and together that's unacceptable. Since we have removed the GP and XP rules from magic items, which were previously the only limiting factor on magic item abuse (which we did because they didn't really work), we have instead have these new rules for magic item ownership:
Wanna Take Some Body Slots?[edit]
The slot system of traditional D&D is more than a little bit insulting and carrying it over into this document would be a tragic failure of our design goal to make things not be like Diablo II. So yes, if you want to have every single one of your eight items be a ring, or an ioun stone, that's fine. Heck, you really could plausibly wear eight rings on one hand, there are people who do that sort of thing. If it's really important that you use three different magic crowns, we welcome you to run around calling yourself The Thrice Crowned King. Nevertheless, items do have classes that they fit into fairly neatly:
Magic Item Creation[edit]
Building a magic item is a big deal. It is a way to expand one's power and a way to transfer power to your lessers, and in many ways the life of an adventurer revolves around the acquisition of magical loot. If magic item creation is too easy, adventuring is less fun, and if its too hard then people won't do it and resent the system and DM.
We know that the current rules don't work. GP and XP costs are things that have little meaning in even a low-level game, and players are notorious for finding ways around them by taking metagame classes like the Artificer, by having cohorts pay those costs, or even by giving morals the finger and having mindcontrolled captured spellcasters do it. That's before we even get to wishes, powerful outsiders, or craziness like the Dark craft and soul rules.
There is one thing that hurts characters: time. Adventures and stories happen along a timeline, and players may or may not be able to stop during an adventure to build just the right item for an adventure. Even 'downtime', the time between adventures, is limited because powerful characters attract powerful enemies and predators. Heroes that say 'we'll just take a year off and make magic cloaks for everyone' are basically saying 'we'll sit in the open and let our potential and actual enemies pick the time and place for any battles.' DMs can throw enough intrigues in someone's way during that time that before the first cloak is built that the campaign is over.
Creating magic items just requires time. There's work that goes into enchanting a sword, forging a blade, smelting the steel, mining the ore, and all that just takes time. If a character is really dedicated, he really seriously can wander off into the hills collecting reddish stones and then heating them up until iron comes out and then hammering the molten metal into a blade and then enchanting it with his power and walking out of the hills with a magic sword. Various portions of this can be expedited by, for example, hiring other people to do a lot of that -- so a character can reasonably expect to throw down gold and buy himself a lot of that time back. But if you just have time; time will suffice. Exactly what magical goods are needed or helpful in magic item creation is highly variable campaign to campaign.
Building a Better Magic Item: the Minor Magic Item[edit]
A Minor Magic Item is one which can be produced in quantity by NPC apprentice factories and can thus be in some sense standardized or expected to exist in major city bazaars. Most minor magic items just provide some sort of unimpressive numeric bonus. The magnitude of that bonus is dependent upon the level of the character who is using that magic item. The rate at which the bonus scales to level varies depending upon what the item is giving a bonus to, and when magic items would provide a fractional bonus always round that fraction up. There are no caps on any of these bonuses. If you're a 19th level guy your sword simply provides a +7 enhancement bonus and that's fine. You're 19th level and you don't even really care.
Non-standard bonus types, or as we like to call them around the office: bullshit bonus types do not exist. No, you can't have a Sacred Bonus to your AC or an Insight Bonus to your skills. That stuff is straight up broken and will push characters right off the random number generator. If all of your eight magic items are providing a bonus of some sort, they most definitely should not be providing a bonus to the same number -- that sort of thing really does make the d20 system fall apart.
Minor Magic Items which do not provide a numeric benefit usually reproduce the effect of a spell, and are caster leve
Building a Better Magic Item: the Magic Weapon[edit]
Generally speaking, magic weapons start with the basic minor magic item chassis: 'Weapon with an Enhancement Bonus' and items more powerful weapons also have an ability. There are two kinds of magical weapon ability: Spell-Like Abilities and Supernatural Abilities. An example of the first type is a Rod of Fire and an example of the second type is a Vorpal Sword. Dmg mori model dv5100 replace 3 volt battery.
A Spell-like ability is just a spell that having that weapon allows you to use. Using this spell-like ability is a Standard Action, so Quickened Spells aren't particularly interesting.
Behind the Scenes: What Spells Can Rods and Swords use?[edit]
D&D has literally thousands of pages devoted to spells and it is entirely impractical to go through the list and find all the spells that would be appropriate from an activation ability for a magical rod or staff. Instead, here are some basic ideas of things which are not a good idea to put into weapons:
Supernatural abilities, on the other hand, are just things that your weapon does. Like a monster ability, your weapon simply has some effect going all the time. In many cases, this involves inflicting a status effect on enemies struck with the weapon. Status effects will be inflicted on the following circumstances:
Here are some supernatural weapon qualities:
Magic Ammunition[edit]
A magic arrow is indeed a special thing. The only kind of magic arrow that doesn't make us feel really bad about ourselves is the Spell Arrow, so that's the only one that exists. Every magical arrow (or crossbow bolt, or whatever) has one spell in it which is chosen when it is made and which will be cast when it is fired. A spell arrow is not recoverable after the fact because the spell only goes off once. In order to actually get a magical arrow to 'go off', you have to spend a standard action firing it. Otherwise it's just an incredibly expensive arrow.
Magical arrows have the spell go off in whatever way would be most awesome looking. So if you fire an arrow which contains a touch ranged spell like cure serious wounds or incite love then the spell takes effect on whoever gets hit by the arrow. On the other hand, if you have a spell with a cone or line area of effect like lightning bolt or color spray it starts the line right in front of the bow. Bursts or Emanations come from wherever the arrow lands, and Personal or 0-range spells can't be made into Spell Arrows at all. In any case, the arrow itself is completely consumed by this process and doesn't do any actual damage (so curative arrows aren't as stupid as they might sound). Hitting a specific target with a Spell Arrow is a ranged touch attack.
Magic Armor, Clothing, and Accessories[edit]
Heavy plate armor, racks upon racks of Mr. T style gold chains, shiny pants, and magic belts, these are a small set of examples of the crazy crap that people wear in the D&D universe. The only difference between wearing, for example, a bunch of gold chains and a sleek set of leather armor is that the leather armor counts as armor and has a tendency to provide some sort of Armor Bonus, Armor Check Penalty, and level appropriate bonuses (see Races of War). The gold chains just make you look like a circa-1986 rap star. But basic bonuses aside, all such items are simply a minor magic item unless they have some special ability above and beyond the standard level appropriate effect.
Special abilities on such items can be spell-like or supernatural, exactly as per weapons. The activated spells on a cloak or a belt function exactly like the activated spell-likes provided by
Here are some supernatural Worn-item qualities:
Finally, here are some qualities suitable for accessories that you carry around on your person, as well as some distinct accessories. Unless otherwise noted, all effects are at-will.
Armor Bonuses and Natural Armor Bonuses[edit]
Yes, Armor Bonuses and Natural Armor Bonuses stack, but they don't 100% stack. If you have both an Armor Bonus and a Natural Armor Bonus, you only benefit from half of the smaller bonus (round up). So if you have a +8 Armor bonus and a +5 Natural Armor Bonus, you are getting a total of +11 from Armor and Natty Armor, not +13. The reason for this is because Natural Armor gets very large on a number of creatures. Originally this was because writing in a big natural armor bonus is really easy and gives level appropriate overall bonuses for the stuff in the Monster Manual, but when you mix in regular armor it pushes defenses straight off the random number generator.}
Magic Rings[edit]
There is nothing special about Rings. At this point there is enough fantasy material available that there are people deeply immersed in the genre who have never read the Nibelungenlied or Lord of the Rings. When Arneson and Gygax made D&D back in the day, LotR really was primary inspiration and the natural result was to put rings on some sort of whacky pedestal. Well, nowadays we have people for whom the iconic Magic Item of Vast Power is a lamp (Aladdin), a gem (Dark Crystal), an orb (Castle of Llyr), or whatever. So a Ring is just like any other piece of clothing, save that it rarely provides an enhancement bonus to armor.
Constant Miscellaneous Magic Objects[edit]
There are a number of objects in D&D land that are neither worn nor wielded and yet count as constant items. Crystal Balls, Handy Haversacks, and Braziers that call fire elementals are all powerful items that do count against a character's eight item limit. What they don't do is actually stay connected to the user in a physical sense between uses. In order to use one of these items, one must attune it, at which point that item is connected to the character who did so. Attuning such an item takes 15 minutes, and it takes that long for it to stop being attuned as well. It takes an act of will to make a magic item of this sort stop working for you, and this act of will can be taken either by you or someone who holds the actual object. So if someone snags your decanter of endless water,
Behind the Scenes: Attuning Crystal Balls[edit]
When you draw a flame tongue it bursts into flame immediately upon leaving its sheath -- granting a level appropriate bonus to attack and damage while setting stuff on fire. However, the same does not happen when you uncover a crystal ball. And the reason for this is honestly that items like collapsible bridges, bags of holding, and iron flasks are almost never used in combat time and yet they do have a serious impact on your success or failure in an adventure.
It takes longer to swap these objects into and out of your bat cave simply because it is assumed that when you would be doing this you actually have more time to swap things in and out. In fact, it might be pointed out that it takes precisely as long to attune such an item as it does to fill an open spell slot on the fly -- that's not an accident.}
Building a Better Magic Item: Intelligent Items[edit]
In every edition of D&D, the intelligent item has been listed as something that happened quite frequently. Seriously, even in the 3.5 DMG it says that fully 1% of all Amulets of Health and Rings of Featherfall have intelligence. Were you to actually roll that up for every item you found it seems a virtual lock that every campaign would have one or more Intelligent Items in them. Since the vast majority of campaigns include zero talking swords rather than the 1-5 expected by purely random chance, it seems extremely clear that something is wrong with the way Intelligent Items have been handled in the last 40 years of D&D.
An Intelligent Item is like having a cohort, and if it is the same level as you are that's really unbalancing to the game. While previous editions have tried to keep track of ego points, we're going to try to make this as simple as possible: An Intelligent Item is a Sorcerer who happens to be a dagger or a pair of shoes. Like any Sorcerer, an Intelligent Item has a character level, and if that character level is more than 2 less than your character's level, it will not be your cohort.
And that's it. An Intelligent Item is 'just' a magic item that happens to have one or more levels of Sorcerer, and an Int, Wis, and Cha. If it is within one step of alignment of your character, and is at least two levels lower than your character, and it is attuned as one of your eight items, it will work with you -- casting its spells on your behalf. An Intelligent Item never needs to worry about somatic components, which is just as well because a lot of them don't have moving parts.
That being said, an Intelligent Item is still an extremely powerful, game altering item. An extra spiderweb cloak that is throwing down web in pitched battles can make the difference between life and death even at very high levels.
The Appearance of Magic Items[edit]
Magic items do not normally require a casting of detect magic to uncover. The DC of an appraise check to determine that something is in fact magical is 20 minus the object's caster level. A powerful item bends space around it and glows with unearthly soulflame and such and really can be noted as magical by the untrained eye. But what exactly a magic item looks like is contingent upon who made it and what they made it out of. Broadly speaking, the magic items made by the Drow really are black and covered with spider motifs; the magic items made by the Hobazad Khanate are generally lacquered in red and black with decorative leafing of gold and brass; the artificer mages of Bladereach make their magic items by etching them with hydra saliva so they look all melty and marbled.
Minor Magic Items of any sort can usually be identified by regular people who are familiar with the culture which produced them. If you're a Drow you've seen the cloaks of resistance that the tailors in your society make. You might even own one. It's really not any kind of mystery to you.
Artifacts of course, follow their own set of rules. Some artifacts are instantly identifiable as powerful magical objects by people remotely in the vicinity (good examples of this are the Rod of Orcus and the Machine of Lum the Mad), while others really do adequately disguise themselves as mundane, even commonplace items (good examples of this second type are Aladdin's Lamp and the Pillowcase of Storms).
Iconic Forms[edit]
Let's face it, magic items are more fun when they come in recognizable forms. See a wizard waving around a stick and knowing that its a wand is more fun than trying to guess the effects of a glowing stone in his hand. That being said, here are additional rules to bridge the gap between our creation system and 3.X D&D.
Iconic Form bonus: Any item made in both its iconic form (ring, wand, scroll, etc) and enchantment as shown in the DMG or other published source recieves can be created as if it was -2 its normal caster level after creation. This means that if you make a Cloak of the Manta Ray rather than a Ring of the Manta Ray, it takes you the amount of time it would take for a 7th level item instead of its normal 9th level, and it counts as a 7th level item for item creation limits. Note that this does mean that casters can create iconic items by using a lower caster level (so a 7th level caster can create a Cloak of Manta Ray, but not a Ring of the Manta Ray), assuming they can cast (or have cast) the required spells.
Disposing of Magic Items[edit]
Magic Shop
Magic items are really dangerous. Not just to use, but also to leave lying around. Or to destroy. https://gzcbxq.weebly.com/blog/rakan-dmg-runes-or-support-runes. Really anything you happen to do or not do with magic items carries significant consequences down the line.
Dmg Magic Item Table 3.5 Download
The Bat Cave or Sword Rack is a relatively simple storage system for magical objects, and works fairly well.
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Magic Item Generator
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