Level Up (A5E) Magic Item Price List

aco175

Legend
It would probably be helpful to know when adventurers are supposed to have 1,000 gp, 5,000 gp, 25,000 gp, etc.
I started a thread on this yesterday, but it is not getting many responses (everyone must be blocking me). I did not want to jump all over this thread. Base of what I found below.

4th level PCs tend to have 300-400 gp each
5th- 600
6th- 3,000
8th- 8,500
10th- 12,000
12th- 30,000
14th- 60,000
16th- 90,000
 

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tetrasodium

Legend
Supporter
Epic
In the same vein as the ring of protection +1 should cost more than +1 armor, +1 ammmo should cost less than a +1 weapon & +2/+3 should have a greater difference
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Maybe 50gp/200gp/800gp for those bundles of 10 to at least make them a good investment for those times someone's backup ranged weapon they don't expect to use much needs to get used
 

TwoSix

Dirty, realism-hating munchkin powergamer
Any chance you all could throw that into an excel file? Giving us the ability to sort and filter will greatly help look for irregularities and issues
Yea, it's tough without the raw data. I'd predominantly want to look at uncommon items that cost under a thousand; that's where you're going to see stuff pop up that could be problematic for Tier 1/2 play. If a very rare costs 30,000 when it should cost 50,000, that's kind of bad but not really that big of a deal, comparatively.
 

Faolyn

(she/her)
In the same vein as the ring of protection +1 should cost more than +1 armor, +1 ammmo should cost less than a +1 weapon & +2/+3 should have a greater difference
View attachment 139548
Maybe 50gp/200gp/800gp for those bundles of 10 to at least make them a good investment for those times someone's backup ranged weapon they don't expect to use much needs to get used
In this case, it would be useful to know how enchanting actually works. Going by D&D prices, a longsword is 15 gp and an arrow is 5 cp. If it requires exactly as much time, energy, and magic to enchant a single arrow as it does to enchant a longsword, then the +1 version should be roughly the same cost, with the only difference being the price of the actual weapon. In this case, a bundle of 10 arrows should be about ten times the cost of a single sword. If instead you can enchant a bundle of 10 arrows with the same time, energy, and magic as a single longsword, then the costs should be as above, with again, the only difference being the cost of the actual weapon (so the bundle of arrows should be about 14.5 gp cheaper than the sword).
 

In this case, it would be useful to know how enchanting actually works. Going by D&D prices, a longsword is 15 gp and an arrow is 5 cp. If it requires exactly as much time, energy, and magic to enchant a single arrow as it does to enchant a longsword, then the +1 version should be roughly the same cost, with the only difference being the price of the actual weapon. In this case, a bundle of 10 arrows should be about ten times the cost of a single sword. If instead you can enchant a bundle of 10 arrows with the same time, energy, and magic as a single longsword, then the costs should be as above, with again, the only difference being the cost of the actual weapon (so the bundle of arrows should be about 14.5 gp cheaper than the sword).
This fails to take into account demand. Most likely if these costs are equal, no one would make magic ammunition since a weapon can be used to attack thousands of times whereas ammunition generally is expended on use. If they take the same effort, why would you buy the ammo instead of the weapon?

OTOH, if making magic is "easy", who would make magic weapons when ammo gets you repeat business? "Sorry I can't make a magic bow. But I can sell you these magic arrows, again."

One of the most annoying parts of magic item prices historically is that they never take into account "real" world economies of scale, rarity, and supply and demand.
 

Faolyn

(she/her)
This fails to take into account demand. Most likely if these costs are equal, no one would make magic ammunition since a weapon can be used to attack thousands of times whereas ammunition generally is expended on use. If they take the same effort, why would you buy the ammo instead of the weapon?

OTOH, if making magic is "easy", who would make magic weapons when ammo gets you repeat business? "Sorry I can't make a magic bow. But I can sell you these magic arrows, again."

One of the most annoying parts of magic item prices historically is that they never take into account "real" world economies of scale, rarity, and supply and demand.
Exactly!

I saw an idea once I liked: that these +1/+2/+3 weapons and ammo are the result of failed attempts to make much cooler items. Like, who would create a +1 whatever when they can create an envenomed or flaming or dancing weapon? So they try to make something cool, the coolness fails to stick, and they get stuck with a weapon that does nothing but give a bonus. It's why I never give out just plain +whatevers. All my magic items have at least one additional minor effect.

Heh--maybe we can assume enchantment is actually an area effect. Everything that's in, say, a 5-foot cube becomes a +1 weapon. So you stick whatever swords, axes, and bows (the big sellers) you can in there and then fill up the gaps with arrows because if you have the space you might as well use it.
 



Xeviat

Hero
The thought behind the armor pricing is that medium and heavy armor wearers have 2 ways to boost the AC of their armor (upgrading their mundane armor and getting magical armor), while light armor wearers boost their Dex and get magic armor. The pricing for the magic armors was done so that, say, Splint +2 and Full Plate +1 would cost similar, since they both grant AC 19. The reason for the very low cost of, say, Padded Cloth +1, is it's the same 12+Dex AC as mundane Padded Leather.

Checking if this was an appropriate approach is part of the playtest.
 

Rabulias

the Incomparably Shrewd and Clever
Any chance you all could throw that into an excel file? Giving us the ability to sort and filter will greatly help look for irregularities and issues
I believe I have finessed it into a tab-delimited text file (attached).

Some caveats to the original:
  • I separated out Rarity into its own column.
  • Some entries had "SENTIENT" included with the Rarity. I moved these into the Notes column.
 

Attachments

  • LevelUp Magic Item Pricelist 20210702.txt
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