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Magic Item Crafting

Rebalancing the Item Creation rules

Preliminaries

Delenda est Creatago

Fellow Romans, item creation must be... rebalanced.

There are four big problems with magic item crafting in 3.5:

1. Item creators can gain power about 5-10 times faster than they would by leveling. The
XP cost of every ability in the game, crafting included, should be comparable to the
powers gained by level advancement.
2. Plentiful wands turn spells into ammunition. This not only diminishes the fantasy
aspect of the "rare and mysterious spell", it also leads to rapid abuse of imbalanced
spells. When spells are only cast rarely, then even a highly imbalanced spell has
limited impact; now, it can be exploited every round.
3. Cheap spellcasting seriously devalues many other game mechanics. This includes, but
is not limited to: number of spells cast per day, the usefulness of spontaneous
spellcasting, and the hindrance of attacks of opportunity.
4. Creating magic items enables a spiral cycle whereby item creators can gain far more
experience from making items than the investment in crafting them. No other class or
ability parallels this multiplicative bootstrap.

Let's work through a concrete example to demonstrate how item creation is broken. To create
a wand of fireballs at 6th level using the 1/25XP rule incurs a mere 540XP loss = 3rd x 6th x
750gp / 25. That allows the casting of 50 3rd level spells. A 6th level spell caster can cast two
3rd level spells a day (maybe three from a high ability). So over a typical 10 day adventure
they get to cast 20-30 3rd level spells. That means a wand of fireballs alone is equivalent to a
6th level spell caster; in fact, we could argue that being able to cast spells faster than 2-3 per
day is actually superior to a spellcaster. A 6th level spellcaster takes 15,000XP to "craft", so
we've gotten a 30 to 1 return on our investment of XP. Now, let's see how much XP a liberally
used wand of fireballs could garner. Let's assume that three fireballs right in a row is enough
to kill one EL 6 worth of creatures. Then we have gained 1,800 XP x 50 charges / 3 = 30,000
XP by its use, or 60 times the cost it took to create. (Even shared among a party of four, that
gives us a 15 to 1 ratio of xp.) These levels of XP bootstrapping are unfair, and must be
curtailed.
Why have item creation at all then? First, it answers the question of where all these magic
items come from in the first place. Second, low level item creation is a useful buffer for a
beginning party. The ability to make simple healing and utility potions cheap is not only a life
saver, but also useful for moving gameplay along. So... how do we reconcile these? By
imposing drawbacks to item crafting that make it comparable to just going out and
adventuring. We'll choose two primary drawbacks: XP cost and time spent. The multiplicative
spell factor still makes low level items cost effective (especially compared to dying), so utility
potions will still be plentiful. But freely available high level wands will go away, returning
them to the status of a prized magical item.

Let's see if we can clean up magic item crafting. We'll first describe five general feats from
which all items can be created. Then we'll introduce a new mechanic called Negative XP
which is more lenient than XP loss. Along the way we'll introduce a more specific way to
think about crafting, and finally we'll derive a much more explicit pricing scheme for magic
items.

Rebalancing: The Simple Way - For those DMs that would like to fix item creation but don't
want to wade into complexity, let's talk about three simple changes that will take care of 90%
of the problem. The three biggest offenders in item creation are:

 XP loss is too low.


 Wands are too cheap.
 Items create spells "for free" (most notably wands with 50 charges).

The solutions are straightforward:


 Change the 1/25th to 1/5th, i.e. make the XP loss 5 times more expensive.
 Make a wand charge at least a scroll (25gp) and at most a potion (50gp). Thus, a 50
charge wand would be between 1,250gp and 2,500gp; 2,000gp is a good number.
 Spell conservation: a spell cast from an item must be cast into it first. So a wand that
casts 50 fireballs requires 50 fireball spells to craft.

Otherwise, use the 3.5 rules as written. Even if you want to use these simplified rules, you'll
probably want to cherry pick other good ideas from this page, too. ;-)

Craft "Power Type" Feats

Magic item powers come in five craft categories divided into three groups:
Craft Feat Group Synposis Like...
Craft Single Charge Charge A single disposable charge a potion, scroll, etc.
d
Craft Multiple Charge Charge Disposable with many chargesa wand
d
Craft Renewable Use Usage Limited uses per time interval a figurine
Craft Constant Use Usage Always on / Stat mods armor, weapons
Craft Permanent Impart Permanently gain an attribute a tome, manual, etc.
Impart

There are no longer individual feats for each type of item (potions, wands, etc.) nor is there is
wondrous item feat. Every magic item power can be classified into one or more of these five
categories. To craft an item requires whichever feats are relevant to its powers.
Let's describe the difference between the feats. Suppose you wanted to create a magic item
that gave someone water breathing. There's a wide variety of ways of doing that. To illustrate:

Craft Feat Grants water breathing... Example Item


Single Charge ... once, then is useless Potion of Water Breathing
Multiple Charge ... multiple times, then is uselessWand of Water Breathing
Renewable Use ... once a day Gills of the Fish
Constant Use ... whenever it is worn Helm of Fresh Air
Permanent Impart... intrisincally, forevermore The Aquatic Mark

Less is More - It is much better to have a small number of generic feats keyed to types of
powers than a large number for types of items. First and foremost, it allows the fairer
distribution of newly designed magic items among the feats. Currently, "Wondrous Item" is a
catchall category that grows disproportionately to the item type specific feats. Second, it stops
"feat bloat" for item creators, especially as we create new types of items (which currently
would require more special type feats). Last but not least, it provides a better control of what
items a crafter can build at a particular level.

Negative XP

A character may at times acquire an amount of Negative XP, most often through crafting.
Whenever XP is earned, a character with Negative XP "pays off" the negative debt at the same
rate that they gain XP for leveling. For example, suppose that I had -300XP and earned
500XP. I would use 250XP to eliminate some of my XP debt, and gain the remainder
normally. Thus, I would be left with -50XP and gain 250XP. If I were to earn 400XP more,
then I would eliminate all 50XP of my Neg XP and gain 350XP. Effectively, this means that a
character with Negative XP gains experience at half the rate that they earn it, until they've
paid off all their debt.

Whenever the 3.5 rules refer to "XP loss", we'll convert that to Negative XP. This includes:
XP for certain spells, item crafting, and special monster attacks. A character with Negative XP
never loses levels or abilities, even if that Negative XP would "reduce them" to a lower level.
If Negative XP ever exceeds total XP, then the character can no longer gain experience
through adventuring. At that point, they usually retire from adventuring and become
politicians. :-P

Note that using Negative XP for item creation removes the 3.5 "level bump": that you can't
make a magic item after gaining a level that you could have easily made the previous level.
The rule limiting you to your current level of XP had a twofold purpose: to limit the most
powerful item you could craft at each level, and to force you to choose between making a
powerful item and advancing. In reality, it has just turned out to be an artificial restriction that
neither makes sense in the game nor fulfills its design purpose. Negative XP makes more
sense (the maximum item you can make increases smoothly as you gain experience) and is
more reasonable (it doesn't stop you from advancing, just doubles your leveling time).

Negative XP cannot be reduced by any magical means short of a limited wish. Specifically,
spells like restoration etc. are ineffective. Under certain circumstances, special quests may be
undertaken to reduce an unbearable load of Negative XP.
The Unsung Hero: Perhaps the greatest new mechanic in the D&D 3 world is negative "add-
ons": negative levels, non-lethal damage, ability damage, etc. It solves a long standing
problem: how do you do something that mucks with basic character stats, but in a way that
doesn't hose them permanently and / or unfairly? Negative add-ons aren't very fantastic, but
they are a muy useful game device.

Crafting Description
Crafting a magic item has two basic phases:
1. Imbual - Creating storage for magical powers
2. Empowerment - Placing powers into the newly imbued storage

All magic item powers are now measured according to an ESL = Effective Spell Level. When
powers duplicate actual spells, then the ESL is the same spell level. A chart of typical magical
effects and their cost in Spell Factors are listed below. When powers fall outside of the
known, the DM adjudicates an appropriate ESL according to comparable spell effects / a
feeling of how powerful the power is.

Let's look at the specifics of crafting. Powers can have two types of storage: Disposable
Storage and Spell Slots. Disposable storage can hold an effect once, and then is destroyed
once the effect is released. This is most often a spell or spell effect, but can also be a
permanent attribute to impart. Spell Slots are persistent storage that can be used over and over.
Spell slots have a wide variety of applications, from renewable uses to "always on" effects
like weapon plusses.

Powers come in three kinds: prepared, principal, and permanent attribute. Prepared powers
can be used once, and then disappear forever. Principal powers are like principal spells: they
are the permanent version that lasts forever. Permanent attributes are any attribute of a
character. Note that principal spells and spell slots are also considered permanent attributes;
all permanent attributes are subject to the Permanent Power Conservation Law; see the
Game Design page for more explanation on the difference between temporary, persistent, and
permanent powers.

How we combine storage and spells determines the type of magic item we get:

Storage + Power = Yields For Example


Disposable+ Prepared = Charge Potions, Wands
Disposable+ Principal = Spellbook ur, a Spellbook
Disposable+ Attribute = Permanent Impart Tome of Clear Thought
Spell Slot (+ Prepared)= Rechargeable ItemRing of Spell Storing
Spell Slot + Principal = Renewable Use One Prepared Spell per day
Spell Slot (+ Attribute)= Constant Use Magic Arms and Armor

To illustrate, creating a potion of Cure Light Wounds requires creating some disposable
storage and then casting Cure Light Wounds into it. If we wanted a wand with 20 charges of
an ESL 3 power, we would have to create 20 disposable storages (of ESL 3) and then cast 20
3rd level spells into it. Item creators often employ the rule that a higher level spell slot can be
used to memorize a lower level spell, in order to speed the process of empowerment.
The time required for the imbual phase is a flat 1 day per 1,000gp of cost (or 2,000gp of
market price). The time required for the empowerment phase is a function of how fast spells
of the appropriate level can be cast into the item. Note that other spell casters can help, but
only if they also possess the relevant item creation feats for the power being worked on. Each
power of the magic item is created one at a time, imbue and empower; a creator can start
empowering on the same day they finish imbuing. A crafter may choose to voluntarily stop
work at the end of any phase and then return to the crafting later without penalty. If crafting is
interrupted during an imbual phase, then that power can't be imbued into it. If interrupted
during the empowerment phase, the item is only partially empowered and no further
empowerment can be done on that particular power.

The Primacy of Spellcasting: In Kim D&D, spells per day are the basic resource from which
all other magic flows. There are many benefits to this approach. First, it gets rid of the "free
lunch" of charge creation. Creating magic items only allows you to time-shift when you cast
your spells, not create spells from nothing. Second, it provides a solid check and balance on
item creation. Rather than anyone being able to create a wondrous item with an ESL 6 power,
only those crafters able to cast 6th level spells can. Third, the time to craft the same item goes
down as you advance in level. After all, 20th level wizards should get some benefit over their
1st level compatriots.

It is much more difficult for a caster to "get an edge" by creating magic items using this
system. The base costs in XP are the actual costs of earning equivalent capabilities by
leveling. It isn't until the crafter has several XP reductions (from the Craftsman feats, a
laboratory, and a high BMB) that it becomes a net positive to create items liberally.
Cinematically speaking, that's the way it should be. Powerful magic items are churned out by
high level spellcasters, not by Wizard 5s.

Also note that the XP expense for creating magic items is to create the storage. If you think
about it, the only other way to create "storage" for powers (like spells) is by advancing; higher
level adventurers by definition "retain" more power. The gaping holes in the old system were
twofold: storage way too cheap, and free spells as charges. The new crafting process describe
above plugs both those holes, making the crafting of magic items comparable to gaining
levels once again.

Charged Specifics

Charged items are the easiest type to make, the least costly, and consequently the most
prevalent. Simply create disposable storage, cast one spell per charge, and you are done.

Here are some common terms for charged items:

Craft Single Charge Craft Multiple Charge


Provoke Caster Anyone Trigger Provoke Caster Anyone Trigger
AoO Scroll Potion Aegis AoO Script Gesture Guardian
No AoO Runoc Break Glyph No AoO Wand Word Ward

Breaking an item is a common way of releasing its spell effect (without provoking an AoO),
e.g. Tiles, globes, etc. Other items require gestures to activate, which provoke attacks of
opportunity. For example, a Necklace of Fireballs might require someone to "break off" a
fireball globe and lob it to desired location. Items requiring command words never provoke
attacks of opportunity.

The poster child for charged items is wands. Wands are now changed to accomodate any spell
level (no 4th level maximum any more). Staves, which are a hybridized version of wands for
higher spell levels, have been changed into a spontaneous conversion instrument (see below).

Renewable Usage Specifics

All renewable use items require a spell slot as storage. The craftsman may choose to forego
the base cost in XP of the Spell Slot and actually give up a spell slot of the appropriate ESL.
This is ill-advised below 10th level, but possibly advantageous above 10th level.

Items that regenerate a spell every day also need the appropriate principal spell imparted into
it. Fortunately, principal spells can be purchased for gold on the open market (usually in
spellbook form). Imparting a principal spell requires burning two (2) unused spell slots of the
appropriate level (or higher), which adds to empowerment time. It also means that a craftsman
often can't impart their highest level spell the same (class) level they attain it.

All renewable uses are keyed to one use per day, just like a spell slot. Usage more or less than
this is simply multipled by the appropriate factor. For example, an item usable only once per
week would have 1/7th the base cost; an item usable once per hour would have 24 times the
base cost.

Rods are now the archetypal renewable usage item. As a point of terminilogy, we'll refer to a
"use" as what you get per day, and a "charge" as something disposable. Thus, the descriptive
text for some rods would be changed: the Rod of Flame Extinguishing would have 10 uses per
day (instead of 10 charges that regenerate every day).

Constant Usage Specifics

Constant Use items require spell slots and a permanent attribute. Just like with renewable
usage items, an item creator may choose to give up spell slots rather than pay the XP
requirement for storage.

There are three categories of Constant Usage powers that we'll want to differentiate:

 Stat Modification - The numerically increase some statistic or roll, like a Ring of
Climbing +5 or a Sword +2
 Always On - This ability is considered always on, a la Helm of Water Breathing
 At Will - This ability can be used every round, at will, like a Ring of Invisibility

Let's take a look at each kind.

Stat modifications simply cost the value of the storage in XP to create. There is a chart of spell
factors for each statistic that one uses instead of the ESL scale. Similar powers on a magic
item do not automatically stack (two +1s do not a +2 sword make). Making powers stack
follows a spell scale, square scale, cumulative scale, or linear scale depending on the
particular power. This is explained in more detail in the Pricing section below.
Always On abilities are calculated as if the item had enough renewable uses to cover a
duration of 20 hours; A spell slot and principal spell are needed for each duration. For
example, a Wizard 10 has a Fly spell that lasts 10 minutes, so they would need 6 x 20 = 120
renewable uses of this to create an always on Ring of Flying. Sometimes this might give
effects cheaper than the stat modification above, which is an indicator of a broken spell (yes, I
mean you Mage Armor, Magic Vestment, and Greater Magic Weapon). Invariably, crafters
choke on this multiplier and just make something that gives you 5 uses a day. ;-)

Lastly, At Will powers are now outlawed, since they require too much playtesting adjudication
to determine fairness. [If I can create a Ring of Invisibility that casts a 2nd level spell at will,
shouldn't it be cheaper to create a Ring of Curing that casts a 1st level Cure Light Wounds at
will?] All instances of At Will powers are now changed to 5 times per day; magic items with
these abilities are now repriced according to a renewable use at 5 times per day.

Rings, previously being the "ever-power" king, are the most heavily impacted by these
changes. Declarative rings (like Rings of Invisibility) are easily converted to 5 uses, but other
rings (like Rings of Evasion or Feather Falling) require special handling. We'll define a new
reactive action called a Response that is considered to occur simultaneously or after an event.
Thus, a Ring of Evasion gets "triggered" on a successful Reflex Save and can spare you
damage 5 times a day.

Staves have been changed from wand wannabes into truly awe-inspiring instruments of
Spontaneous Conversion. Each staff has a spell list. When In Hand, it allows the wielder to
spontaneously convert a prepared spell into any spell on the staff list, of the same level (or
higher). This explains why staves use the wielder's BMB for DC purposes. Most crafters
spend the extra gold to avoid attacks of opportunity on staves. More powerful staves can
actually cast their spell lists once per day. The Staff of Power and the (unique) Staff of the
Magi also have the fabled spell absorption, which allow spells cast at the wielder to absorb
spells and convert them into charges that the staff can "cast".

Note that the principal spells in the staff retain their prepared caster / spontaneous caster
distinction; spontaneous caster staves are rare and much desired.

Impart Specifics

Craft Permanent Impart is an Epic level feat, and thus not generally available to players.

Imparted attributes must either be paid for in a) sacrifice or b) XP. Thus, a tome that raises
your Dex by 1 required someone to lower their Dex by 1 to create. Alternatively, the item
craftsman can "create" a point of Dexterity from XP. This is done by finding how much XP it
would cost to create Dex +5 at constant use, and then using that as the value for a permanent
+1. Permanent attributes always follow a linear scale (i.e. permanent Dex +3 costs 3 times the
XP of permanent Dex +1). This imparting costs is in addition to the costs in gp and Neg xp to
craft the disposable storage that holds the attribute until it can be imparted.

If you wanted to create a Ring of Evasion that imparted Evasion all the time, then this would
require someone to give up the Evasion feat during empowerment. Since this will be uses
many times, it requires Spell Slot storage instead of disposable storage. While this might seem
costly, it enables the sharing of feats among party members.
Need to exposit more on binding at some point
Confine
Co-opt
Coerce
Steal

Pricing Process
Magic item crafting follows the same general process. First, an item is broken up into its
powers, each measured by the closest spell that produces approximately the same effect.
Every power has a base craft cost which is the initial value of both cost in gp and Negative
XP. This base craft cost is equal to:
Base Craft Cost = Spell Factor x Power Factor

The Spell Factor is Spell Level x Caster Level (= ESL x BMB), and the Power Factor differs
according to the type of power.

Then, gp and XP get modified separately, according to creator proficiency, properties of the
magic item, and other sundry things.

Power Craft Cost = Base Craft Cost x (1 + Creator Proficiency) x (1 + Power Properties) + Power A

This gets done for each power of a magic item and then summed up, then modified according
to body slot affinity.

Total Craft Cost = (Sum of Power Craft Cost(s)) x Body Slot Factor + Total
Additional

Usually, total craft cost in gp gets modified upward from the base and total craft cost in XP
gets modified downward. We'll refer to costs by replacing it with gp or XP, so the "Total Craft
Cost in gp" is the Total Craft gp. When referring to specific terms, we'll append gp or XP, e.g.
Power Additional XP.

The market price of a magic item is

Market Price = Total Craft gp + 2.5 x Sum of Power Craft XP + 5.0 x Sum of Power Additional XP

This price is calculated using Tim the Wizard, a 10th level Wizard with all Craftsman feats.
As a general rule, 1XP = 5gp, and Tim gets 50% off his Base Craft XP.

The Loss of Innocence... and Simplicity: The system presented below is much more
accurate, fair, and balanced than the 3.5 item creation. Unfortunately, it's also more complex
and ugly. One of the biggest losses is the simple conversion factors between gp cost, XP cost,
and market cost. Here's a small chart giving a feel for approximate conversion factors per type
of item now:

Item Type PFgp PFXP MarketRatio


Scroll 10gp 10XP 35gp 1:3.5
Wand 15gp 10XP 40gp 1:4
Potion 20gp 10XP 45gp 1:4.5
Tile 25gp 10XP 50gp 1:5
Renewable Use500gp200XP1,000gp1:5
Constant Use 500gp200XP1,000gp1:5

As you can see, just using a 1:5 ratio (i.e. 1/5th Negative XP of Market Price) is a pretty good
simplification. The 1/5th rule still favors charged items like scrolls and wands, but now we're
in the right ballpark.

Pricing Details

Let's review each term of the pricing process, and the factors that influence them.

Spell Factor - The minimum CL/BMB for an ESL is CL = 2*ESL - 1. Several things can raise
the effective spell level, in particular power modifications that emulate metamagic feats. For
example:

ESL Grants
+3 Maximize power (all numeric maxed)
+4 Quicken power (swift action activation)
+5 Opportunity power (interrupt action
activation)

For constant use and permanent impart effects the Spell Factor is chosen directly. Here's a
comparison chart of scales to guide you:

Spell Square Cumulativ Linear Use Square Scale Use Square Use Cumulative
SF Scale SF Scale e SFScaleX Power Scale Scale
1 1st x 1 x1 SF Scale 1 x1 .2+1 Skill (one) X Power X Power
1 4 x2 1 x1 2 x2 Competence .4+1 Skill .25+1i
6 2nd x 9 x3 3 x2 3 x3 2 +1 Skill (all) (one) Encumbrance
3 16 x4 6 x3 4 x4 Competence A/I/L/M* .5 +5' Move
15 3rd x 25 x5 10 x4 5 x5 .3+1 Save (one) 4 +1 Skill Use Linear
5 36 x6 15 x5 6 x6 Resistance (all) Scale
28 4th x 49 x7 21 x6 7 x7 1 +1 Save (all) A/I/L/M* X Power
7 64 x8 28 x7 8 x8 Resistance .6+1 Save .25 1 type Resist
45 5th x 81 x9 36 x8 9 x9 .5+1 Ability Check (one) 1 1/type DR
9 100x10 45 x9 10 x10 Enh A/I/L/M* 1.5 1/- DR
66 6th x 55 x10 1 +1 Ability 2 +1 Save 3 1/none DR
11 Enhancement (all)
91 7th x 1 +1 AB A/I/L/M*
13 Enhancement 1 +1 Ability
1208th x 1 +1 MB Check
15 Enhancement A/I/L/M*
1539th x 1 +1 Dmg 2 +1 Ability
17 Enhancement A/I/L/M*
19010th 1 +1 AC 2 +1 AB
x 19 Armor/Shield/Enh A/I/L/M*
2 +1 AC 2 +1 MB
Defl/Dodge/Nat A/I/L/M*
Armor 2 +1 Dmg
A/I/L/M*
2 +1 AC
A/I/L/M*

A/I/L/M* = Aligned/Insight/Luck/Morale

To calculate the ESL for constant use powers, sum up the appropriate SFs and then find the
closest Spell Min on the chart on the left.

Rework example(s) once scales are stable

Power Factor - Here's a guideline to Power Factors:

PF Creates (gp and xp) PF Purchases (in gp)


x10 Disposable storage x10 Hiring a spell caster to cast a spell once
x200A spell slot per day x20 Scribing a principal spell into a spellbook
x100Gaining a principal spell

Creator Proficiency - Item creation becomes easier the more experienced and powerful the
craftsman is:

 Feats - The three Craftsman feats each reduce the Base Craft Cost by 10% per feat.
This applies to both Creator Proficiency gp and XP.
 Inexperienced Creators - Less experienced crafters incur a penalty depending on
their BMB progression type / raw BMB. This applies only to Creator Proficiency gp.
 Experienced Creators - All item creators get a 2% reduction for each plus of BMB.
This applies only to Creator Proficiency XP.

Feats-10%Exceptional Craftsman BMB+0% BMB Best Progression OR +8 or above


-10%Extraordinary Craftsman +50% BMB Good Progression OR +4 to +7
-10%Legendary Craftsman +100%BMB Poor Progression OR +0 to +3

Note that multi-class creators use the best category they can, whether from a progression or
total BMB.

Under normal circumstances, the amount of Negative XP taken should never fall below 20%
of the Base Craft XP, even if the total reduction bonuses exceed 80%. This is relevant mainly
to Epic level characters using labs.

Power Properties gp - How the power becomes activated adds cost to the item:

 Activator - This can be one of three types: an appropriate spellcaster, anyone, or a


trigger. Certain spells (Glyph, Contingency, etc.) can expand the ways these can be
applied. Also note that items with restricted users (certain classes, alignment, etc.) are
considered equivalent to a spellcaster.
 Provocation - Whether activating the power provokes an attack of opportunity or not.

Activator+0% SpellcasterAoO+0% Provoke AoO


+100%Anyone +50%No AoO
+200%Trigger

Power Properties XP - This category is used so rarely that, um, I can't even think of an
example we might use it for. ;-) Artifacts?

Power Additional - A couple factors can additionally influence power costs:

 Inherent Costs - If a spell or spell-like ability has an inherent cost (in material
components or xp) then these are added here. Note that if multiple instances of a spell
are put into the item (say, because of multiple charges) then the inherent cost applies to
each instance.
 Lab Conversion - Special workshops allow the item creator to spend gold to defray
Negative XP reduction at a rate of 5 gp to -1 XP, up to 20% of the Base Craft Cost.
More specifically: Power Additional gp = -5 Power Additional XP, where the latter is
negative.
 Permanent Attribute - Any raw attribute increase also comes with a corresponding
XP cost, according to the chart in the addenda.

Total Additional - Sometimes items will require additional costs, which the item creator might
or might not have to pay:

 Material Costs - Enchanting armor requires masterwork armor to begin with. This
would have to be procured beforehand if the item creator didn't already have access to
a set. Similarly, an Adamantine Sword +1 requires an Adamantine Sword, which is an
additional cost.
 Special Components - Sometimes certain magic items will require special
components to create, like phoenix feathers or the dark light of a new moon. These
may need to be obtained independent of the item creation process.
 Class Abilities - Some classes are intimately connected with item creation. The
artificer, for example, gains a pool of Positive XP that can be spent to create items.

Body Slot Factor - Two things influence the body slot factor:
 Untyped Slot - An item that doesn't consume one of the body slots is quite precious,
and thus is more expensive to make. BSF = x2.
 Uncustomary Affinity - If an item is using the affinity from another type of item, then
the BSF = x1.5. For this purpose, all affinities from the same slot are considered
equivalent.

Here's a chart of slots and affinities:


Slot Type - Affinity Slot Type - Affinity Slot Type - Affinity
HeadCrown - Chr / ShoulderCape - Resistance Full Armor - Fighter
Influence Cloak - Protection Body Improvement
Hat - Interaction Mantle - Transformation Robe - Spellcaster
Helm - Ranged Attacks Arm Armband - Morale Improvement
Headband - Int / Bracers - Combat Skin Mark - Permanent
Mental improvement Bracelets - Allies Impart
Mask - Disguise Phylactery - Alignment Tattoo - Natural
Eye Goggles - Detection On Gauntlets - Str / Improvement
Lenses - Vision Hand Destructive Power Ointment - Salve,
Ear Muffs - Sonic Gloves - Dex / Unguent
Earrings - Hearing Quickness, Touch Utility Bag - Encumbrance
Neck Amulet - Con / Health In Hand Rod - Renewable Use Sack - Readiness
Brooch - Protection Staff - Conversion Torso Shirt - Physical
Medallion - Wand - Multiple Charge Improvement
Discernment Weapon - Combat Vest - Class Abilities
Necklace - Limited Shield - Protection Vestment -
Combat Finger Ring - "Constant" effects Belt Belt - Mundane
Periapt - Wis / / Metamagic Improvement
Immunity Girdle - Physical
Scarab - Alerting Improvement
Feet Boots - Movement
Shoes - Mundane
Slippers - Tracks,
Surfaces

The most notable addition to the slots is the In Hand slot, which works somewhat differently
than the others. Most slots are filled with a worn item that "stays there"; the In Hand slot is
usually being cycled with items. Since actions are associated with placing things In Hand and
you can only have as many things In Hand as you have hands, this is the natural balancing for
that slot. Note that the underlying mechanic is still the same: you don't get the benefit of the
magic unless the magic item is in its appropriate slot.

The biggest change is that metamagic has been moved from rods to rings. This is mostly
thematic: metamagic fits better with Rings of Wizardry than Rods of Lordly Might. Rods are
now aimed at mundane types who want some magic along with their handy weapon.

The majority of "untyped" items are actually use the In Hand slot. These include, but are not
limited to: Potion, Scroll, Band, Bead, Bottle, Broom, Chime, Cube, Deck, Dust, Elixir, Fan,
Gem, Horn, Lantern, Manual, Orb, Pearl, Pipes, Rope, Sheen, Spoon, Token, Tome.

Still untyped are:


Balls, Candles, Censer, Decanter, Figurine, Gates, Mirrors, Scabbard,
Stones
Hmmm... mainly items that "act" on their own... triggered independent?

Really seems like we should have three classes of magic items


Common - Everyone knows how to craft
Signature - Few know how to craft, and jealously guard their secrets
Artifact - No one knows how to craft / Unique craft / Divine craft

Charged Item Examples

Fill out some classic example wygac


Wand of fireballs
Staff of something
Work thru complex examples like spell absorption, etc.

Usage Item Examples


Impart Item Examples

Addenda

Choosing the Power Factors

Determining the power factor for how much a spell slot costs in XP is a (ahem) magic number
of your campaign. Let's talk about how you can figure it out for your own world. A spellcaster
is the best measure of how much a spell slot costs. If we consider the experience needed to
gain that level their "base craft cost", we can then reverse engineer how much a spell slot is
worth. We want to find the Magic Number X such that
Sum of (Spells per Day) * SL * CL * MNX = XP to gain that CL

which means

MNX = XP to gain that CL / Sum of (Spells per Day) * SL * CL

Fortunately, the sum is an easily calculated constant. In Kim D&D, here are those sums and
the Magic Number X's for the Best spellcasters:

CL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
XP 0k 1k 3k 6k 10k15k21k28k36k45k55k66k 78k 91k 105k120k136k153k171k190k
Sum 1 4 12 28 55 96 15424035150068292412091568198024803043370843325140
~MNX 0 250250214181156136116102 90 80 71 64 58 53 48 44 41 39 36

Okay, right off the bat we can see that the only possible numbers are between 40 and 250.
Since those represent the extremes, it makes sense to throw in a factor of 2, which gives us a
number between 80 and 120. For convenience choose a multiple of 10. 80 would represent a
"magic is more common" campaign, and 120 is a "magic is highly prized"; 100 is the safest
middle ground, which is the target I'm choosing for Kim D&D. For your own campaign, a
smaller number represents a "higher magic" campaign, and a larger number is a "lower
magic" one.

Now we have to factor in the effect of Neg XP reducing abilities. If you don't have any in
your campaign, you are done. In my own, I want feats and levels to play a major role in
crafting. At Wizard 10, we can expect a 50% reduction of Neg XP, and at Wizard 20 a 80%
reduction. Thus, our initial value will be 200, which tracks the actual values beautifully.

How does this compare with 3.5? In 3.5 the basic rule of thumb is 100 charges = 5 times per
day, or 20 charges = 1 renewable per day. This is exactly our ratio as well: 10 disposable
storage X 20 = 200 spell slot. In fact, we tweaked down the 12.5 disposable storage in 3.5 to
retain this ratio (as well as make calculation easier in general).
In 3.5 100 charges also = at will. In Kim D&D we have eliminated all at will effects for magic
item powers.

Pricing Guidelines

Prices are affected by the types of bonuses. Some bonuses stack, and others don't. Here's a
short chart to get us started:
 Aligned - Old Sacred and Profane + others  Inherent - Permanent
 Alchemical - Chemicals, prior  Insight - Intuit, Precog
 Armor - Non-magical Armor  Luck - Chance
 Circumstance - STACK  Morale - Spirit
 Competence - Better at  Natural Armor - Toughness
 Deflection - Magical protection  Racial - From race, skills
 Dodge - STACK  Resistance - Saves
 Shield - Non-magical Shield
 Enhancement - Effectiveness
STACK Armor + Shield  Size - From size
TO DO:
Sceptres as weapons + effects

FUTURE EXERCISE:
XP Buy for all abilities by advancement
BAB
BMB, should = BAB
Saves = 1/6th BAB
hp = 1/6th BAB
Dmg Bonus
Skills = 1/20th BAB :-(
Spell Slots = 100
Move
30ft Enhance = 3K
Encumbrance
10 lbs = 100gp linear in 3.5. Bah!
# attacks? Follows from BAB
AC?
Ability
6,000XP + change
We'll get precise values if we can "craft" an adventurer with same stats

Magic Item Creation


Back to SeanKReynolds.com home

Creating a magic item for D&D/d20 in many ways is similar to creating a spell, if only
because most magic items are based on existing spells. The fine-tuning of an item's price is
the main issue for balancing an item.
Magic items made from the same spells can have greatly different effects. Rhino hide
armor, speed weapons, monk's belts, boots of speed, and horseshoes of speed all use the haste
spell, but each uses it to a different effect. Half the fun (and half the puzzle) of designing a
magic item is about what spell to use as a model.
Unlike spells, it's OK to have an item that has multiple features – you just pay through the
nose for it. When creating a new magic item, instead of choosing a single ability for it, choose
one or more abilities based on a single theme. That makes the item more interesting and
allows it to stand out from a "generic" item that just grants a numerical bonus.

Writing the Magic Item


Once you have the idea for the item, putting it in the right format is essential. The standard
magic item format is presented in the DMG. Using the standard format helps remember to
finish all of the pieces of the item.

Name
This is the item's common name. Magic items are sometimes named for the person that
created them or a famous person that carried them. If creating an item for generic D&D/d20
(instead of a specific world), avoid using character names unless the character appears in the
same book as the magic item.

Descriptive Text
A magic item's descriptive text should include a physical description of the item so a DM
may describe it on the spot (armor and weapon properties do not need a physical description,
but those that do are often clues for the powers of the item). If the item has multiple forms or
changes its appearance when used (such as iron bands of Bilarro), these other forms should be
described as well.
Later parts of the description indicate the abilities of the item, how these abilities are
activated (both in terms of what the user needs to do with the item and the game rules for
triggering the ability). For clarity's sake, if an item is something other than a potion, scroll,
wand, staff, or an item with a constant effect, say if the item has a command word or a use-
activated trigger. If the item's abilities duplicate a spell, it doesn't hurt to use the name of that
spell in the description so the DM knows exactly how to use it.

Item DCs: The DC of a magic item's spell effects is based on a minimally competent caster
casting that spell (a 3rd-level divine spell would have a caster with Wis 13, for example). The
formula is:

10 + (spell level x 1.5) rounded down.

Warning: Do not use the word "enchantment" to describe the abilities of a magic item
unless you're referring to something from the enchantment school. An enchantment is
something that affects a creature's mind. Objects do not have minds, magic items are objects,
and so magic items cannot be the target of enchantments. Yes, some items in the DMG use the
term "enchantment;" they shouldn't. It's a bad habit from 1st/2nd edition AD&D.

Statistics Block
A magic item's statistics block contains the following items.

Caster Level: The caster level of a magic item is the default caster level of a "found" item
of this type (such as in a treasure hoard). It determines what caster level the effects of the item
has (if any) and how difficult it is to affect the item with a dispel magic spell. All effects in a
magic item should normally have the same caster level for simplicity's sake, but it is
acceptable to create an item with effects at different caster levels (only one caster level should
be listed here).
Prerequisites: The feats, spells, and other criteria to make the item are listed here. Feats
are listed first, spells are listed second and in alphabetical order, and other criteria (such as
"creator must be an elf" for boots of elvenkind) last.
Caster level is not a prerequisite unless it is listed after the Prerequisite header. As
mentioned above, the caster level is the default caster level of a "found" item. A pearl of
power in the DMG has a caster level of 17, but its prerequisites are "Craft Wondrous Item,
creator must be able to cast spells of the spell level to be recalled." This means that a typical
"found" 1st-level pearl of power has a caster level of 17 (it's hard to dispel) but there is no
reason why a 3rd-level wizard with the Craft Wondrous Item can't make a 1st-level pearl of
power.
Market Price: Calculating the price of an item is a task in itself. This should always be
listed as a gp value. The market price is used to determine how much it costs in gp and XP for
someone to create the item.
Cost to Create: Some items have additional costs built into the market price that don't
exactly follow the formula for determining the cost to create of an item. Magic weapons and
armor, which have a mundane and masterwork cost for the original item, and items with spells
that have costly material components or XP components (such as wish) need to have these
extra costs calculated separately so someone creating the item pays the right price. For
example, a +1 longsword has a market price of 2,315 gp. Normally a spellcaster wanting to
create a magic item spends 1/2 the market price in gp and 1/25 the market price in XP.
However, 315 gp of that cost is just from nonmagical supplies (the masterwork longsword).
The spellcaster shouldn't get a 1/2 discount for that 315 gp, nor should she have to pay XP for
those nonmagical supplies. Therefore, the cost to create the item is 1/2 the magical cost (1/2 x
2,000 gp = 1,000 gp) plus the full normal materials cost (315 gp) plus 1/25 the magical cost in
XP (1/25 x 2,000 gp = 80 XP), which adds up to 1,315 gp and 80 XP. Because pricing a magic
item is a complex process, we make it easier for the DMs by calculating this cost ahead of
time.
Weight: Magic items of certain types have a set weight. Any item of this type should use
that weight unless you specifically want it to weigh more (a sword made of gold, for example)
or less (a rod that is weightless). An item with negligible weight has a weight of "--". Weights
are always listed as pounds, with "lb." Or "lbs." after the numerical weight. Not all DMG
items follow these standard weights (but perhaps they should…).

Amulet/brooch/medallion/necklace/periapt/scarab: --
Belt: 1 lb.
Bracers/bracelets: --
Boots: 1 lb.
Book: 1 lb.
Candle: 1/2 lb.
Cloak/cape/mantle: 1 lb.
Helmet: 3 lb.
Goggles/eyes: --
Robe: 1 lb.
Gloves/gauntlets: --
Manual/Tome: 5 lb.
Potion: no need to list weight, as the potion item description does not include a weight.
Ring: no need to list weight, as the ring item description does not include a weight.
Rod: 5 lb.
Staff: 5 lb.
Vest/vestment/shirt: --
Wand: no need to list weight, as the wand item description does not include a weight.

Pricing
Pricing a magic item requires you to be familiar with the pricing guidelines on page 242 of
the DMG (or page 74 of Tome & Blood, which takes into account the DMG errata and
clarifies some points). The mistake that a lot of people make is using the guidelines as a hard-
and-fast rule for prices. Any item that is created should be compared to similar items in the
DMG, and common sense should be a factor as well.
Chakra: "Chakra" is the unofficial WotC term for "space that a magic item uses as defined
on DMG page 176"--boots, cloak, amulet, and so on. The pricing guidelines assume that a
magic item uses a chakra. An item that doesn't use a chakra (like an ioun stone) costs twice as
much as a chakra item.
Hands as Chakra: Although not a chakra space listed in the DMG, an item that must be
held in a hand to be activated counts as a chakra point. This is because you can only have two
hand-chakra items active at once, and to switch to another hand-chakra item you'd have to
spend an action to do so (just as if you wanted to put on a different amulet).
Multiple Abilities in One Item: An amulet of natural armor +2 and a belt of giant
strength +4 each use one chakra. If you were to make an amulet of natural armor +2 and
giant strength +4, obviously this item is more valuable than the sum of its parts because you
now have the belt chakra available for another item that you could wear. This "bonus value" is
handled in the pricing rules.

1. Compare all of the component prices as if they were separate items.


2. The most expensive property cost does not change.
3. All other property costs are doubled.
4. The sum of these costs is the cost for the entire item.
5. If the item doesn't use a chakra space, remember to double the final cost.

The Most Dangerous Piece of DMG Errata: The sidebar on DMG page 243 says "each
additional power not only has no discount but instead has a 10% increase in price." Cross out
that "10%" and write "100%" above it. That's the "double cost" we're talking about above, and
if you forget to update your DMG with the errata your prices are going to be way off.
Multiple Similar Abilities: An item with multiple similar abilities (such as a staff of frost,
or an amulet that lets the wearer cast flaming sphere and fireball) gets a slight discount from
the above rule. The most expensive power is at normal cost, the secondmost expensive power
is at 75% cost, and all other powers are at 50% cost. Don't be afraid to be stingy in deciding if
something is a "similar" ability or not. If using this discount, do not apply the +100% rule to
these properties.
Duration as a Factor: When pricing an item with the guidelines, consider the duration of
the spell that's used as a prerequisite. A ring of true strike (constant effect) is much more
powerful than a ring of endure elements (constant effect) because true strike has a duration of
just over a round while endure elements has a duration of 1 day, yet according to the
guidelines they would be priced the same. This is one of the many cases where common sense
comes in to play, and it's best to compare the item's price to that of a benchmark item to see if
the costs are out of whack. In fact, the preferred method is compare first, use the formula
second. The formula only works perfectly with charged items or one-use items; everything
else requires a reality check before proceeding.
Benchmark Items: Certain items have a standardized price based on their numerical
bonus, and these items are a good way to check on a new item's price. If the new item does
something similar to an existing benchmark item and the new item's price is much less, the
new item's price is probably wrong. Benchmark items and their "areas of expertise" are:

Ability-score items (gloves of Dexterity, headband of intellect, and so on)


Armor
Bracers of armor
Save-boosters (cloak of resistance)
Skill-boosters (cloak of elvenkind, boots of elvenkind, and so on)*
Weapons

* Note: I used to have the ring of jumping listed here as a benchmark item, but it was confusing people because
the ring has a +30 bonus for the same price as +10 boots of elvenkind. The price is correct, it's just that the ring is
a weird case because the Jump skill doesn't have a 1-for-1 correlation between the result of your roll and the
result of your jump (in other words, sometimes you have to increase your roll by 4 or even 8 to improve the
distance jumped, so the ring of jumping gives you a greater bonus for the same price so the net effect is about the
same as a +10 bonus to Hide or Move Silently). Anyway, the item isn't listed as a benchmark here any more to
avoid confusion.

To use the ring of true strike example from above, such an item would be priced at 2,000
with the formula. Compare the +20 from the ring of true strike to the +5 attack and damage
bonus of a +5 longsword. The magic longsword costs 50,000 gp. Even if we divide that
50,000 gp cost in half (because the +5 counts to attacks and damage) we're still left with a
25,000 gp +5 attack item, so the ring of true strike has to cost at least that much, if not more,
for its +20 attack value (and it's probably closer to 50,000 or even 100,000 because of its
utility, even though it doesn't allow you to bypass DR or other effects that come with having
an actual enhancement bonus).
Another example is the bracers of mage armor. These items are a continuous use-activated
mage armor spell, giving the wearer a +4 armor bonus to AC, at a formula-derived price of
2,000 gp. However, +4 bracers of armor have a market price of 16,000 gp, so the bracers of
mage armor should be priced accordingly.
Spell Power as a Factor: Misdirection and invisibility are both 2nd-level arcane spells, but
invisibility is a much more useful spell than misdirection, so a ring of invisibility should
accordingly be more expensive than a ring of misdirection. That's why the formula would
price a ring of invisibility at 12,000 gp but the DMG lists it at 20,000 gp.
Effectiveness of Caster Level: Sometimes a secondary function of an item doesn't need to
be cast at the same caster level as the primary function to be effective. For example, a ring
that lets you cast a 10th-level fireball once per day and also gave you a constant endure
elements (fire) technically should have the endure elements priced with a caster level of 10 as
well (since all powers of an item typically have the same caster level). However, there is little
benefit (other than resisting dispel magic) for creating a constant endure elements item with a
caster level above 1 because none of the spell's effects are based on duration. In such cases,
the item can be priced at 1 level above its minimum caster level to reflect the very slight
benefit for the increased caster level (resisting dispel magic), but the overall caster level of the
item remains the same.
Another example would be an item with a caster level above 10 that also had a dispel
magic function. Dispel magic tops out at +10 to the dispel check for caster level 10, so there is
no benefit giving it a caster level above 10. Price the dispel magic feature at caster level 11
(because of the slight benefit the higher caster level gives the item when trying to resist a
hostile dispel magic attempt).
Cooperative Creation
Several people can work together to create a magic item if the person with the item creation
feat doesn't meet all of the item's prerequisites. For example, 9th-level Mialee could work
with 9th-level Jozan to create a scroll of raise dead, even though Mialee doesn't have the spell
and Jozan doesn't have the feat. The character with the feat pays the XP cost, but anyone can
contribute money to offset the gp cost. Everyone involved in creating the item must spend the
required 8 hours each day working on the item (the total creation time doesn't increase, but all
participants must be there the entire time). This is because both the source of the spell's power
(in this case, Jozan) and the person translating that spell into another form (in this case,
Mialee) have to be present for the entire time the that spell is being translated. Basically,
Mialee can't write down Jozan's spell description if he's not there, and Jozan can't recite it to
her if she's not there.
A character can also use a spell completion or spell trigger item to create an item with a
spell he otherwise couldn't cast. For example, even if he doesn't actually know the bull's
strength spell, Hennet could use a wand of bull's strength in conjunction with the Craft
Wondrous Item feat to make a gauntlets of ogre power. When using the source spell from an
item in this way, each day of item creation would require the expenditure of one scroll of the
spell or one charge from the item.

Time
It takes one day per 1,000 gp of the item's market price to make the item. The exceptions are
potions, which always take one day.

The Potion Question


Debate rages about whether or not the only spells that can go into potions are ones that you
could cast on another creature (despite the fact that there are some spells in the DMG that
violate this rule). Options include:
1. You can only make a potion out of a spell that you can cast on another person.
2. You can only make a potion out of a spell that affects a single person.
3. You can make a potion of any spell, but the effect is centered on you.
4. You can make a potion of any spell, and drinking the potion lets you use that spell once.

The first option is the most conservative. This would rule out a potion of shield or a potion
of true strike. It is also pretty easy to see how the potion would work … it's just like someone
is casting the spell on the drinker.
The second option is slightly more flexible. It allows everything in the first option, plus
personal-only spells like shield and true strike. In effect, drinking the potion makes you the
caster and the target. Some people disallow this version because they feel that letting non-
spellcasters be able to use personal-only spells is a game balance issue. However, this
implementation does allow things like a potion of shocking grasp, which charges up the
drinker with electricity and allows him to make a touch attack to discharge it, as if holding the
charge on a spell.
The third option is basically a "spell in a bottle," in that no matter what the spell is, you are
the center of the effect. So you could create a potion of fireball, but in drinking it the fireball
would detonate centered on you. Mechanically there is nothing wrong with this option
(according to the formula, which works fine for single-use items, a single-use use-activated
item costs the same whether it is a potion or a wondrous item such as a sphere from a
necklace of fireballs), although it does mean that drinking an unidentified potion can be risky
to others as well as yourself.
The fourth option is the most flexible and essentially gives the drinker a one-shot ability to
cast the spell as if he were the caster. Thus, a potion of fireball would allow him to launch a
fireball at enemies 100 feet away. As with the previous option, mechanically there is nothing
unbalanced about this option. Thematically, however, some people feel that it violates the
style of what a potion can do (drinking a potion shouldn't let you point your finger and launch
fire or lightning). For those people, consider that Brew Potion allows you to make magical
oils that do not need to be imbibed, and an extension of that is allowing the potion's effect to
be centered on where the potion bottle is broken. Thus, you could throw a potion of fireball to
explode where it lands, smash a potion of monster summoning III to create a servitor creature
at the location of the broken vial, and so on. Again, the cost is the same for a single-use use-
activated item, so the character isn't gaining an unfair advantage by this alternate use method.

Creating Magic Items


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

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

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

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

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

In addition, some items cast or replicate spells with costly material components or with XP
components. For these items, the market price equals the base price plus an extra price for the
spell component costs. Each XP in the component costs adds 5 gp to the market price. The
cost to create these items is the magic supplies cost and the base XP cost (both determined by
the base price) plus the costs for the components. Descriptions of these items include an entry
that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any
place suitable for preparing spells is suitable for making items. Creating an item requires one
day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an
exception to this rule; they always take just one day to brew. The character must spend the
gold and XP at the beginning of the construction process.

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

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

The secrets of creating artifacts are long lost.

Table: Summary of Magic Item Creation Costs


Spell Component
Magic Magic Supplies
Feat Item Cost Costs Base Price4
Item Cost
Material2 XP3
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.
× 50
Craft Magic Cost × 50 ½ the value on Value on Table:
Masterwork (usually
Armor Arms And (usually Table: Armor Armor and
armor none) × 5
Armor none) and Shields Shields
gp
× 50
Craft Magic × 50 ½ the value on Value on Table:
Masterwork (usually
Shield Arms And (usually Table: Armor Armor and
shield none) × 5
Armor none) and Shields Shields
gp
× 50
Craft Magic × 50
Masterwork (usually ½ the value on Value on Table:
Weapon Arms And (usually
weapon none) × 5 Table: Weapons Weapons
Armor none)
gp
Cost Cost 25 × level of 50 × level of
Brew
Potion — (usually (usually spell × level of spell × level of
Potion
none) none) caster caster
Special, see Special, see
Table: Table:
Estimating Estimating
Ring Forge Ring — × 50 × 50 × 5 gp
Magic Magic
Item Gold Price Item Gold
Values Price Values
Table: Summary of Magic Item Creation Costs
Spell Component
Magic Magic Supplies
Feat Item Cost Costs Base Price4
Item 2 3 Cost
Material XP
Special, see Special, see
Table: Table:
× 50 (often × 50 (often Estimating Estimating
Rod Craft Rod —1
none) none) Magic Magic
Item Gold Price Item Gold
Values Price Values
Cost Cost 12.5 × level of 25 × level of
Scribe
Scroll — (usually (usually spell × level of spell × level of
Scroll
none) none) caster caster
× 50 × 5 gp
× 50 / (# of
/ (# of
charges
Masterwork charges See Creating See Creating
Staff Craft Staff used to
quarterstaff used to Staffs Staffs
activate
activate
spell)
spell)
375 × level of 750 × level of
Wand Craft Wand — × 50 × 50 × 5 gp spell × level of spell × level of
caster caster
Special, see Special, see
× 50 Table: Table:
Craft × 50
Wondrous (usually Estimating Estimating
Wondrous —5 (usually
Item none)× 5 Magic Magic
Item none)
gp Item Gold Price Item Gold
Values 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.
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
Ioun stone, dusty rose
AC bonus (other)2 Bonus squared × 2,500 gp
prism
Natural armor bonus Bonus squared × 2,000 gp Amulet of natural armor
(enhancement) +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
10,000 gp per point over SR 12; SR Mantle of spell
Spell resistance
13 minimum 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
Potion of cure light
Single use, use-activated Spell level1 × caster level × 50 gp
wounds
1
50 charges, spell trigger Spell level × caster level × 750 gp Wand of fireball
Command word Spell level1 × caster level × 1,800 gp Cape of the mountebank
Spell level1 × caster level × 2,000
Use-activated or continuous Lantern of revealing
gp3
Special Base Price Adjustment Example
Divide by (5 divided by charges per
Charges per day Boots of teleportation
day)
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 Add directly into price of item per
Wand of stoneskin
cost charge6
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.

Table: Potion Base Prices (By Brewer’s Class)


Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
1. Caster level is half class level.

Prices assume that the potion was made at the minimum caster level.
Table: Potion Base Prices (By Brewer’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
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
Table: Base Cost to Brew a Potion (By Brewer’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
1. Caster level is half class level.

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.

Table: Scroll Base Prices (By Scriber’s Class)


Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
1. Caster level is half class level.

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
Table: Scroll Base Prices (By Scriber’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
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 — —
Table: Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s Class)
Spell
Clr, Drd, Wiz Sor Brd Pal, Rgr1
Level
1. Caster level is half class level.

Costs assume that the creator makes the scroll at the minimum caster level.
6 gp 2 sp 5 cp +1 6 gp 2 sp 5 cp +1
0 6 gp 2 sp 5 cp +1 XP —
XP 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
187 gp 5 sp +15
3rd 187 gp 5 sp +15 XP 225 gp +18 XP 262 gp 5 sp +21 XP
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 — —
1,912 gp 5 sp +153
9th 2, 025 gp +162 XP — —
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 Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
1. Caster level is half class level.

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
Table: Wand Base Prices (By Crafter’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
4th 21,000 gp 24,000 gp 30,000 gp 21,000 gp
Table: Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr1
1. Caster level is half class level.

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.

Table: Body Slot Affinities


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,
Protection, discernment
necklace, periapt, scarab
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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