Dmg Spell Level For Magic Item

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Dmg Spell Level For Magic Item Rating: 9,1/10 7723 reviews

Does weapon skill affect dmg That sort of makes sense to me- especially when referring to Nemesis knight- as at higher levels the knight is granted a 'hellforged' reactor which buffs his 'shield'/armor regeneration by 100%.but if you start.permanently slicing and hacking that away- then eventually 'normal' damage done would increase/improve, as the shield is permanently 'whittled' away.would make killing the knight not QUITE such an agonizingly long experience. Wondered about this one myself- perhaps 'armor breaking' refers to permanently lowering enemy suppression value, so that it cannot, in essence, regenrate its supression tab either AT ALL, or ONLY for the damage done by an armor piercing/breaking weapon/attack?

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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 Item Table D d100 Magic Item 01–20 Potion of supreme healing 21–30 Potion of invisibility 31–40 Potion of speed 41–50 Spell scroll (6th level) 51–57 Spell scroll (7th level) 58–62 Ammunition, +3 63–67 Oil of sharpness 68–72 Potion of flying 73–77 Potion of. The artifact Book of Exalted Deeds, DMG p. 222, has the following attribute. Enlightened Magic.Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.

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

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

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

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

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

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

The secrets of creating artifacts are long lost.

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

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

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

Magic Item Gold Piece Values

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

Multiple Similar Abilities

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

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

Dmg Spell Level For Magic Item List

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.

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

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

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

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

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

Creating Rings

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

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

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

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

Item Creation Feat Required

Forge Ring.

Creating Rods

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

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

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

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

Item Creation Feat Required

Craft Rod.

Creating Scrolls

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

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

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

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

Item Creation Feat Required

Scribe Scroll.

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

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

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

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

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

Creating Staffs

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

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

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

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

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

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

Item Creation Feat Required

Craft Staff.

Creating Wands

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

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

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

Item Creation Feat Required

Craft Wand.

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

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

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

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

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

Creating Wondrous Items

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

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

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

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

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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.

Dmg Spell Level For Magic Item Guide

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

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

Dmg Spell Level For Magic Items

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.

Dmg Spell Level For Magic Item 2

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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Dmg Spell Level For Magic Item 3

NamePrice
Spell Scroll Level 010
Ammunition +1(each)25
Potion of Healing50
Quaal's Feather Token Anchor50
Spell Scroll Level 160
Philter of Love90
Ammunition +2(ea)100
Potion of Poison100
Dust of Dryness(1 pellet)120
Elixir of Health120
Keoghtom's Ointment(Per dose)120
Spell Scroll Level 2120
Potion of Fire Breath150
Potion of Greater Healing150
Potion of Climbing180
Potion of Heroism180
Potion of Invisibility180
Potion of Mind Reading180
Potion of Water Breathing180
Scroll of Protection180
Nolzur's Marvelous Pigments200
Potion of Animal Friendship200
Spell Scroll Level 3200
Quaal's Feather Token Fan250
Quaal's Feather Token Whip250
Potion of Diminution270
Potion of Growth270
Dust of Disappearance300
Necklace of Fireballs(One bead)300
Potion of Gaseous Form300
Potion of Resistance300
Universal Solvent300
Spell Scroll Level 4320
Vicious Weapon350
Ammunition +3(ea)400
Potion of Speed400
Sovereign Glue400
Ivory Goat(Travail)400
Horn of Blasting450
Potion of Superior Healing450
Dust of Sneezing and Choking480
Necklace of Fireballs(Two beads)480
Oil of Slipperiness480
Potion of Flying500
Adamantine Armor500
Helm of Comprehending Languages500
Arrow of Slaying(ea)600
Golden Lion(ea)600
Spell Scroll Level 5640
Driftglobe750
Mithral Armor800
Trident of Fish Command800
Bead of Force960
Elemental Gem960
Necklace of Fireballs(Three beads)960
Potion of Clairvoyance960
Potion of Vitality960
+1 Weapon1000
Sword of Life-Stealing1000
Cap of Water Breathing1000
Eversmoking Bottle1000
Quiver of Ehlonna1000
Ioun Stone Sustenance1000
Ring of Warmth1000
Ivory Goat(Traveling)1000
Ioun Stone Protection1200
Wand of the War Mage +11200
Spell Scroll Level 61280
Potion of Supreme Healing1350
Chime of Opening1500
Bracers of Archery1500
Circlet of Blasting1500
Javelin of Lightning1500
Prayer Bead - Smiting1500
Wind Fan1500
Goggles of Night1500
Horseshoes of a Zephyr1500
Mariner's Armor1500
Necklace of Adaptation1500
Ring of Water Walking1500
Wand of Magic Detection1500
Wand of Secrets1500
+1 Armor1500
+1 Shield1500
Necklace of Fireballs(Four beads)1600
Sword of Sharpness1700
Staff of the Adder1800
Oil of Etherealness1920
Dancing Sword2000
Glamoured Studded Leather2000
Pipes of the Sewers2000
Prayer Bead - Bless2000
Saddle of the Cavalier2000
Sword of Wounding2000
Gloves of Swimming and Climbing2000
Heward's Handy Haversack2000
Rope of Climbing2000
Ring of Feather Falling2000
Staff of the Python2000
Sending Stones2000
Frost Brand2200
Ioun Stone Absorption2400
Dagger of Venom2500
Boots of Elvenkind2500
Eyes of Minute Seeing2500
Eyes of the Eagle2500
Ring of Jumping2500
Spell Scroll Level 72560
Quaal's Feather Token Bird3000
Quaal's Feather Token Swan Boat3000
Gloves of Missile Snaring3000
Ioun Stone Agility3000
Ioun Stone Fortitude3000
Ioun Stone Insight3000
Ioun Stone Intellect3000
Ioun Stone Leadership3000
Ioun Stone Strength3000
Staff of Withering3000
Dimensional Shackles3000
Eyes of Charming3000
Medallion of Thoughts3000
Ring of Swimming3000
Onyx Dog3000
Oil of Sharpness3200
Cloak of Protection3500
Oathbow3500
Ring of Protection3500
Necklace of Fireballs(Five beads)3840
Potion of Invulnerability3840
+2 Weapon4000
Boots of Speed4000
Dragon Scale Mail4000
Elven Chain4000
Ioun Stone Regeneration4000
Iron Bands of Bilarro4000
Prayer Bead - Curing4000
Rope of Entanglement4000
Wand of Enemy Detection4000
Bag of Holding4000
Boots of Levitation4000
Ring of Animal Influence4000
Luckstone4200
Wand of the War Mage +24800
Gem of Brightness5000
Flame Tongue5000
Periapt of Wound Closure5000
Ring of Evasion5000
Ring of the Ram5000
Tentacle Rod5000
Boots of Striding and Springing5000
Cloak of Arachnida5000
Cloak of Elvenkind5000
Gloves of Thievery5000
Hat of Disguise5000
Horseshoes of Speed5000
Immovable Rod5000
Lantern of Revealing5000
Periapt of Health5000
Periapt of Proof Against Poison5000
Slippers of Spider Climbing5000
Silver Raven5000
Wings of Flying5000
Spell Scroll Level 85120
Silver Horn of Valhalla5600
Animated Shield6000
Armor of Resistance6000
Arrow-Catching Shield6000
Belt of Dwarvenkind6000
Bracers of Defense6000
Ioun Stone Reserve6000
Pearl of Power6000
Pipes of Haunting6000
Ring of Resistance6000
Robe of Scintillating Colors6000
Scimitar of Speed6000
Shield of Missile Attraction6000
Cloak of the Bat6000
Cloak of the Manta Ray6000
Ring of X-Ray Vision6000
Marble Elephant6000
Alchemy Jug6000
+2 Armor6000
+2 Shield6000
Ebony Fly6000
Deck of Illusions6120
Giant Slayer7000
Mace of Smiting7000
Brooch of Shielding7500
Necklace of Fireballs(Six beads)7680
Amulet of Health8000
Dragon Slayer8000
Gauntlets of Ogre Power8000
Headband of Intellect8000
Mace of Disruption8000
Mace of Terror8000
Nine Lives Stealer(Fully Charged)8000
Wand of Magic Missiles8000
Wand of Web8000
Cape of the Mountebank8000
Portable Hole8000
Bowl of Commanding Water Elementals8000
Brazier of Commanding Fire Elementals8000
Censer of Controlling Air Elementals8000
Stone of Controlling Earth Elementals8000
Bronze Griffon8000
Broom of Flying8000
Serpentine Owl8000
Winged Boots8000
Brass Horn of Valhalla8400
Dwarven Plate9000
Potion of Longevity9000
Staff of Thunder and Lightning10000
Wand of Binding10000
Wand of Fear10000
Apparatus of Kwalish10000
Boots of the Winterlands10000
Folding Boat10000
Ring of Invisibility10000
Spell Scroll Level 910240
Bronze Horn of Valhalla11200
Ioun Stone Awareness12000
Rod of the Pact Keeper +112000
Staff of Charming12000
Sun Blade12000
Helm of Telepathy12000
Carpet of Flying12000
Ring of Regeneration12000
Staff of Healing13000
Ring of Shooting Stars14000
Iron Horn of Valhalla14000
Ioun Stone Mastery15000
Sphere of Annihilation15000
+3 Weapon16000
Hammer of Thunderbolts16000
Rod of the Pact Keeper +216000
Staff of Fire16000
Staff of Swarming Insects16000
Wand of Paralysis16000
Cube of Force16000
Ring of Mind Shielding16000
Rod of Rulership16000
Ring of Fire Elemental Command17000
Dwarven Thrower18000
Mirror of Life Trapping18000
Armor of Invulnerability18000
Wand of the War Mage +319200
Efreeti Chain20000
Ring of Free Action20000
Sentinel Shield20000
Amulet of Proof Against Detection and Location20000
Ivory Goat(Terror)20000
Talisman of the Sphere20000
Staff of Striking21000
Ring of Spell Storing24000
Vorpal Sword24000
+3 Armor24000
+3 Shield24000
Defender24000
Ring of Water Elemental Command25000
Rod of Alertness25000
Staff of Frost26000
Instrument of the Bards - Fochulan Bandlore26500
Instrument of the Bards - Mac-Fuirmidh Cittern27000
Rod of Lordly Might28000
Rod of the Pact Keeper +228000
Instrument of the Bards - Doss Lute28500
Instrument of the Bards - Canaith Mandolin30000
Mantle of Spell Resistance30000
Ring of Spell Turning30000
Robe of Eyes30000
Ioun Stone Greater Absorption31000
Ring of Earth Elemental Command31000
Prayer Bead - Favor32000
Wand of Fireballs32000
Wand of Lightning Bolts32000
Wand of Polymorph32000
Gem of Seeing32000
Robe of the Archmagi34000
Instrument of the Bards - Cli Lyre35000
Ring of Air Elemental Command35000
Scarab of Protection36000
Sword of Answering36000
Cubic Gate40000
Staff of the Woodlands44000
Plate Armor of Etherealness48000
Rod of Absorption50000
Spellguard Shield50000
Crystal Ball50000
Cloak of Displacement60000
Robe of Stars60000
Weapon of Warning60000
Talisman of Ultimate Evil61440
Helm of Teleportation64000
Talisman of Pure Good71680
Daern's Instant Fortress75000
Ring of Telekinesis80000
Cloak of Invisibility80000
Rod of Security90000
Staff of Power95500
Prayer Bead - Wind Walking96000
Instrument of the Bards - Anstruth Harp109000
Instrument of the Bards - Ollamh Harp125000
Prayer Bead - Summons128000
Obsidian Steed128000
Decanter of Endless Water135000
Amulet of the Planes160000
Holy Avenger165000

Custom Item Prices

RarityCharacter LevelBonusValue
Common1st or higher-50-100 gp
Uncommon1st or higher-101-500 gp
Rare5th or higher+1501 -5,000 gp
Very rare11th or higher+25,001 - 50,000 gp
Legendary17th or higher+350,001+ gp

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