What would you price these magic items at?

Oryan77

Adventurer
A few months ago several people here helped give me some great suggestions for custom magic items. I have compiled a list of magic items I would possibly hand out in my game. Would anyone like to price these for me (I'm not familiar with creating items)? Some of these I pulled from the old 2e Magica Encyclopedia books, so if these already exist somewhere in 3e, please let me know.

These are found in the 2e Magica Encyclopedia books:

Armband of Healing (Volume 1) Cleric heals max amount of any cure spell 3 times a day.

Larmacian Holy Symbol (Volume 2) Grants 2 additional 1st lvl Divine spells per day.

Ioun Stone: Brass Lozenge (Volume 2) Grants 2d4+2 HP once a day on command. Has 2d10 charges.

Mace of Pain +2 (Volume 2) 5% chance to cause enemy to suffer -4 on attacks (% stacks if used each round)

Robe of Rock (Volume 3) Wearer can turn into a statue as if flesh to stone were cast on him except he can turn back to flesh form at will. Cloak provides immunity to petrification.

Skull of Singing (Volume 3) Skull sings and causes fear (not sure what radius is, any will work)

Staff of Serpent (Python) (Volume 4) Turns into a python when thrown on the ground. Can be commanded back into staff form.

These are either made up or from 2e modules:

Weapon Rings One ring is worn on a finger, another ring is worn around the handle grip of a weapon. The weapon wearing the ring will appear in the hand wearing the other ring when commanded.

Boots of Varied Tracks Wearer can create tracks of any large or smaller creature.

Cloak of the Servant Alter clothing, weapons, equipment to look (but not function) as any other type of similiar items.

Chameleon Cloak When hood is worn & wearer is not moving, it changes colors to match the surroundings and grants a +10 Hide.

Dart of Throwing +3 If dart hits the target, it reappears in the throwers hand. If it misses, the dart loses it's powers and becomes a normal non magical dart.
 

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There's an Armband of Maximised Healing in Magic of Faerun which allows you 1/day to maximise a Conjuration (Healing) spell of 6th level or lower. Costs 7200 gp.

The Holy Symbol sounds a bit like a Ring of Wizardry for clerics. I'd price it at about half of a Ring of Wizardry I or 10000 gp.

The Ioun Stone could work by having a charged Wondrous Item with Aid cast on it. 4500 go for 50 charges.

Staff of the Serpent - Isn't that like a Python Rod?

Cloak of the Servant - Hat of Disguise?

Chameleon Cloak - Cloak of Elvenkind? Or just use +10 bonus squared x 100 gp, so 10000 gp.

Dart of Throwing - Can't it be a Dart of Returning?

Hope that helps.

Pinotage
 

Pinotage said:
There's an Armband of Maximised Healing in Magic of Faerun which allows you 1/day to maximise a Conjuration (Healing) spell of 6th level or lower. Costs 7200 gp.

Cloak of the Servant - Hat of Disguise?

Staff of the Serpent - Isn't that like a Python Rod?

Chameleon Cloak - Cloak of Elvenkind? Or just use +10 bonus squared x 100 gp, so 10000 gp.
Perfect. I didn't even notice the Python Rod in the DMG.

The Holy Symbol sounds a bit like a Ring of Wizardry for clerics. I'd price it at about half of a Ring of Wizardry I or 10000 gp.
It's almost the same, but I'm trying to keep the price down too. It's probably cheaper if the Holy Symbol only grants 2 first lvl spells instead of half of what you can cast. I wouldn't know what to price that though.

The Ioun Stone could work by having a charged Wondrous Item with Aid cast on it. 4500 go for 50 charges.
What would the caster level be for a 4500gp stone? Just trying to figure out how many HP it actually grants.

Dart of Throwing - Can't it be a Dart of Returning?
It's the same except for the fact it's +3 and loses it's power when it misses. I just don't know if it's cheaper or still more expensive than a +1 returning dart since it's a +3.
 

Oryan77 said:
It's almost the same, but I'm trying to keep the price down too. It's probably cheaper if the Holy Symbol only grants 2 first lvl spells instead of half of what you can cast. I wouldn't know what to price that though.

You might want to take a look at the Pearl of Power in the DMG to get an idea for a starting point.
 

I'd imagine that the mace of pain would have the following effect: on a critical hit, target must make Foritude save DC 15 or suffer -4 penalty to attack for the next hour. I'd give this a +1 or +2 bonus, making the mace a +3 or +4 weapon.
 

IcyCool said:
You might want to take a look at the Pearl of Power in the DMG to get an idea for a starting point.
Yeah that will work. I'll just make it a Holy Symbol useable by Clerics only. It would still be 4k for two 1st lvl spells right?


dungeon blaster said:
I'd imagine that the mace of pain would have the following effect: on a critical hit, target must make Foritude save DC 15 or suffer -4 penalty to attack for the next hour. I'd give this a +1 or +2 bonus, making the mace a +3 or +4 weapon.
Basing it off of critical hits would save on the die rolls (instead of rolling each time for 5% chance), that would probably be better. But does this warrent a +3 or +4 bonus? Seems a high price for such an infrequent power. A -4 penalty isn't really that damaging either.
 

Oryan77 said:
Yeah that will work. I'll just make it a Holy Symbol useable by Clerics only. It would still be 4k for two 1st lvl spells right?

Depends.

Is it something that needs to be worn in order for it to work, or does the cleric just need to carry it on his person?

The price for an extra spell slot is 1,000gp x spell level^2.

Now, the pearls of power are slotless, so normally that would require a x2 multiplier on their cost. However, they don't actully provide an extra spell slot. What they allow you to do is rememorize a spell you had already prepared and then cast. Accordingly, they gain a x1/2 cost multiplier for "not as useful."

If what you are proposing is a holy symbol that provides 2 extra spell slots each day, with no other mitigating factors, you're looking at paying the full price.

So, if the item is slotless (i.e., it just needs to be carried for it to work), the cost is:

Primary Ability: Bonus 1st-level Slot = 1 x 1 x 1,000gp x2 (slotless) = 2,000gp
Secondary Ability: Bonus 1st-level Slot = 1 x 1 x 1,000gp x2 (slotless) = 2,000gp
Total = 4,000gp

If, instead, the item takes up a slot (like, is an amulet), then the price is:

Primary Ability: Bonus 1st-level Slot = 1 x 1 x 1,000gp = 1,000gp
Secondary Ability: Bonus 1st-level Slot = 1 x 1 x 1,000gp x1.5 (additional ability on a slotted item) = 1,500gp
Total = 2,500gp


Basing it off of critical hits would save on the die rolls (instead of rolling each time for 5% chance), that would probably be better. But does this warrent a +3 or +4 bonus? Seems a high price for such an infrequent power. A -4 penalty isn't really that damaging either.

The mace is +2, all by itself.

The "of Pain" enhancement costs either +1 or +2.

That means, all told, the Mace of Pain costs the same as a +3 or +4 mace.

If it worked only on critical hits, I'd likely consider making it +1.
 

The dart is kind of tricky as I can't think of anything similar. One approach would be to compare it to the discount for ammunition (one use only, but costs 1/50 as much). You are eventually going to roll a 1 if nothing else with the dart, so it is going to lose its power pretty soon.

Let's crack out the math! Yay!
At best (if you only miss on a 1), you have a 60% chance of keeping the dart active for 10 throws, a 1 in 3 chance of keeping the dart active for 20 throws, a 21% chance of it sticking around for 30, and just a 13% chance of it lasting for 40.

Just increasing the miss rate to missing on a 1 or 2 means that after 10 throws you only have a 35% chance of it still being active, and a 20% chance after 15 throws.

For a more resonable number, say you miss on a 5 or lower, you have a 24% chance of it lasting 5 throws and a 6% chance of it lasting 10.

The loss rate continues to accelerate rapidly as your miss chance increases, and this also doesn't take into account the possibility of concealment, displacement, etc... I'd stat it as a returning magic item as usual, then reduce it to 1/25 cost due to it's limited lifespan.
 

Oryan77 said:
It's almost the same, but I'm trying to keep the price down too. It's probably cheaper if the Holy Symbol only grants 2 first lvl spells instead of half of what you can cast. I wouldn't know what to price that though.

Huh?

I thought that rings of wizardry only doubled your spells for a specific spell level. Your statement seems to indicate that you think that they double the number of spells you can cast at all levels.
 

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