Dmg Level 3 Magic Items

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Skip navigation Sign in. Which suggests a 10th level character should have no magic items in a Low and Standard Campaign and one uncommon item in a High Magic Campaign. Rare items kick in at levels 17 & 11 for a Standard and High Magic Campaign respectively; never for a Low Magic Campaign. A list of Dungeons & Dragons 5th Edition (D&D 5e) SRD magic items order by rarity.

Home > Magic Items > 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.

  • 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.
  • Aug 25, 2010  Re: 3.5 Custom Magic Item Costs There needs to be a cost modifier associated with each individual spell, listing the types of items it can be used for and how much to multiply the cost. Similar to the way Monte Cook does it in Arcana Evloved.
  • The Dungeon Master’s Guide provides the inspiration and guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building advice, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and many.

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
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

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.

Dmg Level 3 Magic Items 2017

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.

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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.)

Dmg Level 3 Magic Items

Dmg Level 3 Magic Items For Sale

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.

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 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

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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Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

  • 5Activating an Item
  • 6Magic Items
  • 7Sentient Magic Items
    • 7.1Creating Sentient Magic Items

Attunement

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing and Wielding Items

Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-­made armor might fit elves only. Dwarves might make items usable only by dwarf-­sized and dwarf-­shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-­ti with a snakelike tail instead of legs can't wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating an Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Items

Common
ItemTypeSubtype
Potion of ClimbingPotion
Potion of Healing (Magic Item)Potion
Spell ScrollScroll
Uncommon
ItemTypeSubtype
Adamantine ArmorArmormedium or heavy, but not hide
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of Proof against Detection and LocationWondrous item
Bag of HoldingWondrous item
Bag of TricksWondrous item
Boots of ElvenkindWondrous item
Boots of Striding and SpringingWondrous item
Boots of the WinterlandsWondrous item
Bracers of ArcheryWondrous item
Brooch of ShieldingWondrous item
Broom of FlyingWondrous item
Circlet of BlastingWondrous item
Cloak of ElvenkindWondrous item
Cloak of ProtectionWondrous item
Cloak of the Manta RayWondrous item
Decanter of Endless WaterWondrous item
Deck of IllusionsWondrous item
Dust of DisappearanceWondrous item
Dust of DrynessWondrous item
Dust of Sneezing and ChokingWondrous item
Efficient QuiverWondrous item
Elemental GemWondrous item
Eversmoking BottleWondrous item
Eyes of CharmingWondrous item
Eyes of Minute SeeingWondrous item
Eyes of the EagleWondrous item
Figurine of Wondrous PowerWondrous item
Gauntlets of Ogre PowerWondrous item
Gem of BrightnessWondrous item
Gloves of Missile SnaringWondrous item
Gloves of Swimming and ClimbingWondrous item
Goggles of NightWondrous item
Hat of DisguiseWondrous item
Headband of IntellectWondrous item
Helm of Comprehending LanguagesWondrous item
Helm of TelepathyWondrous item
Immovable RodRod
Javelin of LightningWeaponjavelin
Lantern of RevealingWondrous item
Medallion of ThoughtsWondrous item
Mithral ArmorArmormedium or heavy, but not hide
Necklace of AdaptationWondrous item
Oil of SlipperinessPotion
Pearl of PowerWondrous item
Periapt of HealthWondrous item
Periapt of Wound ClosureWondrous item
Philter of LovePotion
Pipes of HauntingWondrous item
Pipes of the SewersWondrous item
Potion of Animal FriendshipPotion
Potion of Giant StrengthPotion
Potion of GrowthPotion
Potion of Healing (Magic Item)Potion
Potion of PoisonPotion
Potion of ResistancePotion
Potion of Water BreathingPotion
Restorative OintmentWondrous item
Ring of JumpingRing
Ring of Mind ShieldingRing
Ring of SwimmingRing
Ring of WarmthRing
Ring of Water WalkingRing
Robe of Useful ItemsWondrous item
Rope of ClimbingWondrous item
Shield, +1, +2, or +3Armorshield
Slippers of Spider ClimbingWondrous item
Spell ScrollScroll
Staff of the PythonStaff
Stone of Good Luck (Luckstone)Wondrous item
Trident of Fish CommandWeapontrident
Wand of Magic DetectionWand
Wand of Magic MissilesWand
Wand of SecretsWand
Wand of WebWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wind FanWondrous item
Winged BootsWondrous item
Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of HealthWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of ResistanceArmorlight, medium, or heavy
Armor of VulnerabilityArmorplate
Arrow-Catching ShieldArmorshield
Bag of BeansWondrous item
Bead of ForceWondrous item
Belt of DwarvenkindWondrous item
Belt of Giant StrengthWondrous item
Berserker AxeWeaponany axe
Boots of LevitationWondrous item
Boots of SpeedWondrous item
Bowl of Commanding Water ElementalsWondrous item
Bracers of DefenseWondrous item
Brazier of Commanding Fire ElementalsWondrous item
Cape of the MountebankWondrous item
Censer of Controlling Air ElementalsWondrous item
Chime of OpeningWondrous item
Cloak of DisplacementWondrous item
Cloak of the BatWondrous item
Cube of ForceWondrous item
Dagger of VenomWeapondagger
Dimensional ShacklesWondrous item
Dragon SlayerWeaponany sword
Elven ChainArmorchain shirt
Feather TokenWondrous item
Figurine of Wondrous PowerWondrous item
Flame TongueWeaponany sword
Folding BoatWondrous item
Gem of SeeingWondrous item
Giant SlayerWeaponany axe or sword
Glamoured Studded LeatherArmorstudded leather
Handy HaversackWondrous item
Helm of TeleportationWondrous item
Horn of BlastingWondrous item
Horn of ValhallaWondrous item
Horseshoes of SpeedWondrous item
Instant FortressWondrous item
Ioun StoneWondrous item
Iron Bands of BindingWondrous item
Mace of DisruptionWeaponmace
Mace of SmitingWeaponmace
Mace of TerrorWeaponmace
Mantle of Spell ResistanceWondrous item
Necklace of FireballsWondrous item
Necklace of Prayer BeadsWondrous item
Oil of EtherealnessPotion
Periapt of Proof against PoisonWondrous item
Portable HoleWondrous item
Potion of ClairvoyancePotion
Potion of DiminutionPotion
Potion of Gaseous FormPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of HeroismPotion
Potion of Mind ReadingPotion
Ring of Animal InfluenceRing
Ring of EvasionRing
Ring of Feather FallingRing
Ring of Free ActionRing
Ring of ProtectionRing
Ring of ResistanceRing
Ring of Spell StoringRing
Ring of X-ray VisionRing
Ring of the RamRing
Robe of EyesWondrous item
Rod of RulershipRod
Rope of EntanglementWondrous item
Shield, +1, +2, or +3Armorshield
Shield of Missile AttractionArmorshield
Spell ScrollScroll
Staff of CharmingStaff
Staff of HealingStaff
Staff of Swarming InsectsStaff
Staff of WitheringStaff
Staff of the WoodlandsStaff
Stone of Controlling Earth ElementalsWondrous item
Sun BladeWeaponlongsword
Sword of Life StealingWeaponany sword
Sword of WoundingWeaponany sword
Vicious WeaponWeaponany
Wand of BindingWand
Wand of Enemy DetectionWand
Wand of FearWand
Wand of FireballsWand
Wand of Lightning BoltsWand
Wand of ParalysisWand
Wand of WonderWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wings of FlyingWondrous item
Items
Very Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of the PlanesWondrous item
Animated ShieldArmorshield
Armor, +1, +2, or +3Armorlight, medium, or heavy
Arrow of SlayingWeaponarrow
Bag of DevouringWondrous item
Belt of Giant StrengthWondrous item
Candle of InvocationWondrous item
Carpet of FlyingWondrous item
Cloak of ArachnidaWondrous item
Crystal BallWondrous item
Dancing SwordWeaponany sword
Demon ArmorArmorplate
Dragon Scale MailArmorscale mail
Dwarven PlateArmorplate
Dwarven ThrowerWeaponwarhammer
Efreeti BottleWondrous item
Figurine of Wondrous PowerWondrous item
Frost BrandWeaponany sword
Helm of BrillianceWondrous item
Horn of ValhallaWondrous item
Horseshoes of a ZephyrWondrous item
Ioun StoneWondrous item
Manual of Bodily HealthWondrous item
Manual of Gainful ExerciseWondrous item
Manual of GolemsWondrous item
Manual of Quickness of ActionWondrous item
Marvelous PigmentsWondrous item
Mirror of Life TrappingWondrous item
Nine Lives StealerWeaponany sword
OathbowWeaponlongbow
Oil of SharpnessPotion
Potion of FlyingPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of InvisibilityPotion
Potion of SpeedPotion
Potion of VitalityPotion
Ring of RegenerationRing
Ring of Shooting StarsRing
Ring of TelekinesisRing
Robe of Scintillating ColorsWondrous item
Robe of StarsWondrous item
Rod of AbsorptionRod
Rod of AlertnessRod
Rod of SecurityRod
Scimitar of SpeedWeaponscimitar
Shield, +1, +2, or +3Armorshield
Spell ScrollScroll
Spellguard ShieldArmorshield
Staff of FireStaff
Staff of FrostStaff
Staff of PowerStaff
Staff of StrikingStaff
Staff of Thunder and LightningStaff
Sword of SharpnessWeaponany sword that deals slashing damage
Tome of Clear ThoughtWondrous item
Tome of Leadership and InfluenceWondrous item
Tome of UnderstandingWondrous item
Wand of PolymorphWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Legendary
ItemTypeSubtype
Apparatus of the CrabWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of InvulnerabilityArmorplate
Belt of Giant StrengthWondrous item
Crystal BallWondrous item
Cubic GateWondrous item
Deck of Many ThingsWondrous item
DefenderWeaponany sword
Hammer of ThunderboltsWeaponmaul
Holy AvengerWeaponany sword
Horn of ValhallaWondrous item
Ioun StoneWondrous item
Iron FlaskWondrous item
Luck BladeWeaponany sword
Plate Armor of EtherealnessArmorplate
Potion of Giant StrengthPotion
Ring of Djinni SummoningRing
Ring of Elemental CommandRing
Ring of InvisibilityRing
Ring of Spell TurningRing
Ring of Three WishesRing
Robe of the ArchmagiWondrous item
Rod of Lordly MightRod
Scarab of ProtectionWondrous item
Sovereign GlueWondrous item
Spell ScrollScroll
Sphere of AnnihilationWondrous item
Staff of the MagiStaff
Talisman of Pure GoodWondrous item
Talisman of Ultimate EvilWondrous item
Talisman of the SphereWondrous item
Universal SolventWondrous item
Vorpal SwordWeaponany sword that deals slashing damage
Well of Many WorldsWondrous item

Artifacts

ArtifactTypeSubtype
Orb of DragonkindWondrous item

Sentient Magic Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-­aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Creating Sentient Magic Items

When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.

Abilities

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

Communication

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

d100Communication
01-60The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90The item can speak, read, and understand one or more languages.
90-00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.

Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet.
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100Alignmentd100Alignment
01-15Lawful good74-85Chaotic neutral
16-35Neutral good86-89Lawful evil
36-50Chaotic good90-96Neutral evil
51-63Lawful neutral97-00Chaotic evil
64-73Neutral

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.

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