srd
SRD
Magic Items I (Basics & Creation)
Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent).
Armor and Shields: Magic armor (including shields) offers improved, magical protection to the wearer. Some of these items confer abilities beyond a benefit to Armor Class.
Weapons: Magic weapons are created with a variety of combat powers and almost always improve the attack and damage rolls of the wielder as well.
Potions: A potion is an elixir concocted with a spell-like effect that affects only the drinker.
Rings: A ring is a circular metal band worn on the finger (no more than two rings per wearer) that has a spell-like power (often a constant effect that affects the wearer).
Rods: A rod is a scepter-like item with a special power unlike that of any known spell.
Scrolls: A scroll is a spell magically inscribed onto paper or parchment so that it can be used later.
Staffs: A staff has a number of different (but often related) spell effects. A newly created staff has 50 charges, and each use of the staff depletes one or more of those charges.
Wands: A wand is a short stick imbued with the power to cast a specific spell. A newly created wand has 50 charges, and each use of the wand depletes one of those charges.
Wondrous Items: These objects include magic jewelry, tools, books, clothing, and much more.
Magic Items and Detect Magic
When detect magic identifies a magic item’s school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school it belongs to.
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.
| Item Nature | School |
|---|---|
| Armor and protection items | Abjuration |
| Weapons or offensive items | Evocation |
| Bonus to ability score, on skill check, etc. | Transmutation |
Using Items
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.
The four ways to activate magic items are described below.
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.
Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.
Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time use activation is not an action at all.
Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such from drinking a potion or swinging a sword.
Size and Magic Items
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with racial specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
Magic Items on the Body
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.
- One headband, hat, helmet, or phylactery on the head
- One pair of eye lenses or goggles on or over the eyes
- One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
- One vest, vestment, or shirt on the torso
- One robe or suit of armor on the body (over a vest, vestment, or shirt)
- One belt around the waist (over a robe or suit of armor)
- One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
- One pair of bracers or bracelets on the arms or wrists
- One glove, pair of gloves, or pair of gauntlets on the hands
- One ring on each hand (or two rings on one hand)
- One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.
Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.
Saving Throws Against Magic Item Powers
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
Damaging Magic Items
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.
Repairing Magic Items
Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The make whole spell also repairs a damaged—but not completely broken—magic item.
Intelligent Items
Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.)
In general, less than 1% of magic items have intelligence.
Cursed Items
Some items are cursed—incorrectly made, or corrupted by outside forces. Cursed items might be particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an unpredictable nature. Randomly generated items are cursed 5% of the time.
Charges, Doses, and Multiple Uses
Many items, particularly wands and staffs, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that’s worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left.
Magic Item Descriptions
Each general type of magic item gets an overall description, followed by descriptions of specific items.
General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier in place of the –5 penalty.
Some individual items, notably those that simply store spells and nothing else, don’t get full-blown descriptions. Reference the spell’s description for details, modified by the form of the item (potion, scroll, wand, and so on). Assume that the spell is cast at the minimum level required to cast it
Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form at the end of the description.
- Aura: Most of the time, a detect magic spell will reveal the school of magic associated with a magic item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item’s notational entry. See the detect magic spell description for details.
• Caster Level: The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the item itself. In this case, the creator’s caster level must be as high as the item’s caster level (and prerequisites may effectively put a higher minimum on the creator’s level).
- Prerequisites: Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.
A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.
It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.
If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known. The character designated as the creator pays the XP required to make the item.
Typically, a list of prerequisites includes one feat and one or more spells (or some other requirement in addition to the feat).
When two spells at the end of a list are separated by “or,” one of those spells is required in addition to every other spell mentioned prior to the last two.
- Market Price: This gold piece value, given following the word “Price,” represents the price someone should expect to pay to buy the item. The market price for an item that can be constructed with an item creation feat is usually equal to the base price plus the price for any components (material or XP).
- Cost to Create: The next part of a notational entry is the cost in gp and XP to create the item, given following the word
“Cost.” This information appears only for items with components (material or XP), which make their market prices higher than their base prices. The cost to create includes the costs derived from the base cost plus the costs of the components.
Items without components do not have a “Cost” entry. For them, the market price and the base price are the same. The cost in gp is 1/2 the market price, and the cost in XP is 1/25 the market price.
- Weight: The notational entry for many wondrous items ends with a value for the item’s weight. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).
Table: Random Magic Item Generation
| Minor | Medium | Major | Item |
|---|---|---|---|
| 01–04 | 01–10 | 01–10 | Armor and shields |
| 05–09 | 11–20 | 11–20 | Weapons |
| 10–44 | 21–30 | 21–25 | Potions |
| 45–46 | 31–40 | 26–35 | Rings |
| — | 41–50 | 36–45 | Rods |
| 47–81 | 51–65 | 46–55 | Scrolls |
| — | 66–68 | 56–75 | Staffs |
| 82–91 | 69–83 | 76–80 | Wands |
| 92–100 | 84–100 | 81–100 | Wondrous 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.
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 Costs
| Magic Item | Feat | Item Cost | Material<sup>2</sup> | XP<sup>3</sup> | Magic Supplies Cost | Base Price<sup>4</sup> |
|---|---|---|---|---|---|---|
| Armor | Craft Magic Arms and Armor | Masterwork armor | Cost x 50 (usually none) | x 50 (usually none)<br>x 5 gp | 1/2 the value on Table: Armor and Shields | Value on Table: Armor and Shields |
| Shield | Craft Magic Arms and Armor | Masterwork shield | x 50 (usually none) | x 50 (usually none)<br>x 5 gp | 1/2 the value on Table: Armor and Shields | Value on Table: Armor and Shields |
| Weapon | Craft Magic Arms and Armor | Masterwork weapon | x 50 (usually none) | x 50 (usually none)<br>x 5 gp | 1/2 the value on Table: Weapons | Value on Table: Weapons |
| Potion | Brew Potion | — | Cost (usually none) | Cost (usually none) | 1/2 x 25 x level of spell x level of caster | 25 x level of spell x level of caster |
| Ring | Forge Ring | — | x 50 | x 50<br>x 5 gp | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below |
| Rod | Craft Rod | <sup>1</sup> | x 50 (often none) | x 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below |
| Scroll | Scribe Scroll | — | Cost (usually none) | Cost (usually none) | 1/2 x 12.5 x level of spell x level of caster | 12.5 x level of spell x level of caster |
| Staff | Craft Staff | Masterwork quarterstaff (300 gp) | x 50 / (# of charges used to activate spell) | x 50 x 5 gp / (# of charges used to activate spell) | See Creating Staffs, below | See Creating Staffs, below |
| Wand | Craft Wand | — | x 50 | x 50<br>x 5 gp | 1/2 x 375 x level of spell x level of caster | 375 x level of spell x level of caster |
| Wondrous<br>Item | Craft Wondrous Item | <sup>5</sup> | x 50 (usually none) | x 50 (usually none)<br>x 5 gp | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below |
| 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 x 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. |
Table: Estimating Magic Item Gold Piece Values
| Effect | Base Price | Example |
|---|---|---|
| Ability bonus (enhancement) | Bonus squared x 1,000 gp | Gloves of Dexterity +2 |
| Armor bonus (enhancement) | Bonus squared x 1,000 gp | +1 chainmail |
| Bonus spell | Spell level squared x 1,000 gp | Pearl of power |
| AC bonus (deflection) | Bonus squared x 2,000 gp | Ring of protection +3 |
| AC bonus (other)<sup>1</sup> | Bonus squared x 2,500 gp | Ioun stone, dusty rose prism |
| Natural armor bonus (enhancement) | Bonus squared x 2,000 gp | Amulet of natural armor +1 |
| Save bonus (resistance) | Bonus squared x 1,000 gp | Cloak of resistance +5 |
| Save bonus (other)<sup>1</sup> | Bonus squared x 2,000 gp | Stone of good luck |
| Skill bonus (competence) | Bonus squared x 100 gp | Cloak of elvenkind |
| Spell resistance | 10,000 gp per point over SR 12;<br>SR 13 minimum | Mantle of spell resistance |
| Weapon bonus (enhancement) | Bonus squared x 2,000 gp | +1 longsword |
| Spell Effect | Base Price | Example |
| Single use, spell completion | Spell level x caster level x 25 gp | Scroll of haste |
| Single use, use-activated | Spell level x caster level x 50 gp | Potion of cure light wounds |
| 50 charges, spell trigger | Spell level x caster level x 750 gp | Wand of fireball |
| Command word | Spell level x caster level x 1,800 gp | Cape of the mountebank |
| Use-activated or continuous | Spell level x caster level x 2,000 gp<sup>2</sup> | Lantern of revealing |
| Special | Base Price Adjustment | Example |
| Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation |
| Uncustomary space limitation<sup>3</sup> | Multiply entire cost by 1.5 | Helm of teleportation |
| No space limitation<sup>4</sup> | Multiply entire cost by 2 | Ioun stone |
| Multiple different abilities | Multiply higher item cost by 2 | Helm of brilliance |
| Charged (50 charges) | 1/2 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 cost | Add directly into price of item per charge<sup>5</sup> | Wand of stoneskin |
| Spell has XP cost | Add 5 gp per 1 XP per charge<sup>5</sup> | Ring of three wishes |
| Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price. | ||
| 1 Such as a luck, insight, sacred, or profane bonus. | ||
| 2 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. | ||
| 3 See Body Slot Affinities, below. | ||
| 4 An item that does not take up one of the spaces on a body costs double. | ||
| 5 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. |
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 Piece 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 1/2 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 x the level of the spell x 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.
Potion Base Prices (By Brewer’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 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 |
| \* Caster level is half class level. | ||||
| Prices assume that the potion was made at the minimum caster level. |
Base Cost to Brew a Potion (By Brewer’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 0 | 12 gp 5 sp<br>+1 XP | 12 gp 5 sp<br>+1 XP | 12 gp 5 sp<br>+1 XP | — |
| 1st | 25 gp<br>+2 XP | 25 gp<br>+2 XP | 50 gp<br>+4 XP | 50 gp<br>+4 XP |
| 2nd | 150 gp<br>+12 XP | 200 gp<br>+16 XP | 200 gp<br>+16 XP | 200 gp<br>+16 XP |
| 3rd | 375 gp<br>+30 XP | 450 gp<br>+36 XP | 525 gp<br>+42 XP | 375 gp<br>+30 XP |
| \* Caster level is half class level. | ||||
| Costs assume that the creator makes the potion at the minimum caster level. |
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 Piece 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 x 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 Piece 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 x the level of the spell x 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.
Scroll Base Prices (By Scriber’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 0 | 12 gp 5 sp | 12 gp 5 sp | 12 gp 5 sp | — |
| 1st | 25 gp | 25 gp | 50 gp | 50 gp |
| 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 | — | — |
| \* Caster level is half class level. | ||||
| Prices assume that the scroll was made at the minimum caster level. |
Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 0 | 6 gp 2 sp 5 cp<br>+1 XP | 6 gp 2 sp 5 cp<br>+1 XP | 6 gp 2 sp 5 cp<br>+1 XP | — |
| 1st | 12 gp 5 sp<br>+1 XP | 12 gp 5 sp<br>+1 XP | 25 gp<br>+1 XP | 25 gp<br>+2 XP |
| 2nd | 75 gp<br>+6 XP | 100 gp<br>+8 XP | 100 gp<br>+8 XP | 100 gp<br>+8 XP |
| 3rd | 187 gp 5 sp<br>+15 XP | 225 gp<br>+18 XP | 262 gp 5 sp<br>+21 XP | 187 gp 5 sp<br>+15 XP |
| 4th | 350 gp<br>+28 XP | 400 gp<br>+32 XP | 500 gp<br>+40 XP | 350 gp<br>+28 XP |
| 5th | 562 gp 5 sp<br>+45 XP | 625 gp<br>+50 XP | 812 gp 5 sp<br>+65 XP | — |
| 6th | 826 gp<br>+66 XP | 900 gp<br>+72 XP | 1,200 gp<br>+96 XP | — |
| 7th | 1,135 gp 5 sp<br>+91 XP | 1,225 gp<br>+98 XP | — | — |
| 8th | 1,500 gp<br>+120 XP | 1,600 gp<br>+128 XP | — | — |
| 9th | 1,912 gp 5 sp<br>+153 XP | 2, 025 gp<br>+162 XP | — | — |
| \* Caster level is half class level. | ||||
| Costs assume that the creator makes the scroll at the minimum caster level. |
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 x the level of the highest-level spell x the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp x the level of the spell x the level of the caster), plus one-half of the value of any other abilities (187.5 gp x the level of the spell x 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 x the level of the spell x 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.
Wand Base Prices (By Crafter’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 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 |
| 4th | 21,000 gp | 24,000 gp | 30,000 gp | 21,000 gp |
| \* Caster level is half class level. | ||||
| Prices assume that the wand was made at the minimum caster level. |
Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s Class)
| Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr\* |
|---|---|---|---|---|
| 0 | 187 gp 5 sp<br>+15 XP | 187 gp 5 sp<br>+15 XP | 187 gp 5 sp<br>+15 XP | — |
| 1st | 375 gp<br>+30 XP | 375 gp<br>+30 XP | 750 gp<br>+60 XP | 750 gp<br>+60 XP |
| 2nd | 2,250 gp<br>+180 XP | 3,000 gp<br>+240 XP | 3,000 gp<br>+240 XP | 3,000 gp<br>+240 XP |
| 3rd | 5,625 gp<br>+450 XP | 6,750 gp<br>+540 XP | 7,875 gp<br>+630 XP | 5,625 gp<br>+450 XP |
| 4th | 10,500 gp<br>+840 XP | 12,000 gp<br>+960 XP | 15,000 gp<br>+1200 XP | 10,500 gp<br>+840 XP |
| \* Caster level is half class level. | ||||
| Costs assume that the creator makes the wand at the minimum caster level. |
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 Piece 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.
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.
| 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, necklace, periapt, scarab | Protection, discernment |
| 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 |
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.
Magic Items Ii (Armor & Weapons)
Armor
In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.
In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.
A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.
Table: Armor and Shields
| Minor | Medium | Major | Item | Base Price |
|---|---|---|---|---|
| 01–60 | 01–05 | — | +1 shield | 1,000 gp |
| 61–80 | 06–10 | - | +1 armor | 1,000 gp |
| 81–85 | 11–20 | — | +2 shield | 4,000 gp |
| 86–87 | 21–30 | — | +2 armor | 4,000 gp |
| — | 31–40 | 01–08 | +3 shield | 9,000 gp |
| — | 41–50 | 09–16 | +3 armor | 9,000 gp |
| — | 51–55 | 17–27 | +4 shield | 16,000 gp |
| — | 56–57 | 28–38 | +4 armor | 16,000 gp |
| — | — | 39–49 | +5 shield | 25,000 gp |
| — | — | 50–57 | +5 armor | 25,000 gp |
| — | — | — | +6 armor/shield<sup>1</sup> | 36,000 gp |
| — | — | — | +7 armor/shield<sup>1</sup> | 49,000 gp |
| — | — | — | +8 armor/shield<sup>1</sup> | 64,000 gp |
| — | — | — | +9 armor/shield<sup>1</sup> | 81,000 gp |
| — | — | — | +10 armor/shield<sup>1</sup> | 100,000 gp |
| 88–89 | 58–60 | 58–60 | Specific armor<sup>2</sup> | — |
| 90–91 | 61–63 | 61–63 | Specific shield<sup>3</sup> | — |
| 92–100 | 64–100 | 64–100 | Special ability and roll again<sup>4</sup> | — |
| 1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in. | ||||
| 2 Roll on Table: Specific Armors. | ||||
| 3 Roll on Table: Specific Shields. | ||||
| 4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities. |
Table: Random Armor Type
| d% | Armor | Armor Cost<sup>1</sup> |
|---|---|---|
| 01 | Padded | +155 gp |
| 02 | Leather | +160 gp |
| 03–17 | Studded leather | +175 gp |
| 18–32 | Chain shirt | +250 gp |
| 33–42 | Hide | +165 gp |
| 43 | Scale mail | +200 gp |
| 44 | Chainmail | +300 gp |
| 45–57 | Breastplate | +350 gp |
| 58 | Splint mail | +350 gp |
| 59 | Banded mail | +400 gp |
| 60 | Half-plate | +750 gp |
| 61–100 | Full plate | +1,650 gp |
| 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price. | ||
| All magic armor is masterwork armor (with an armor check penalty 1 less than normal). |
Table: Random Shield Type
| d% | Shield | Shield Cost<sup>1</sup> |
|---|---|---|
| 01–10 | Buckler | +165 gp |
| 11–15 | Shield, light, wooden | +153 gp |
| 16–20 | Shield, light, steel | +159 gp |
| 21–30 | Shield, heavy, wooden | +157 gp |
| 31–95 | Shield, heavy, steel | +170 gp |
| 96–100 | Shield, tower | +180 gp |
| 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price. | ||
| All magic shields are masterwork shields (with an armor check penalty 1 less than normal). |
Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).
A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.
As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.
Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.
Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields—by wearing them. If armor or a shield has a special ability that the user needs to activate then the user usually needs to utter the command word (a standard action).
Armor for Unusual Creatures: The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies*.* The cost of the masterwork quality and any magical enhancement remains the same.
Magic Armor and Shield Special Ability Descriptions
Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.
Table: Armor Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–25 | 01–05 | 01–03 | Glamered | +2,700 gp |
| 26–32 | 06–08 | 04 | Fortification, light | +1 bonus<sup>1</sup> |
| 33–52 | 09–11 | — | Slick | +3,750 gp |
| 53–72 | 12–14 | — | Shadow | +3,750 gp |
| 73–92 | 15–17 | — | Silent moves | +3,750 gp |
| 93–96 | 18–19 | — | Spell resistance (13) | +2 bonus<sup>1</sup> |
| 97 | 20–29 | 05–07 | Slick, improved | +15,000 gp |
| 98 | 30–39 | 08–10 | Shadow, improved | +15,000 gp |
| 99 | 40–49 | 11–13 | Silent moves, improved | +15,000 gp |
| — | 50–54 | 14–16 | Acid resistance | +18,000 gp |
| — | 55–59 | 17–19 | Cold resistance | +18,000 gp |
| — | 60–64 | 20–22 | Electricity resistance | +18,000 gp |
| — | 65–69 | 23–25 | Fire resistance | +18,000 gp |
| — | 70–74 | 26–28 | Sonic resistance | +18,000 gp |
| — | 75–79 | 29–33 | Ghost touch | +3 bonus<sup>1</sup> |
| — | 80–84 | 34–35 | Invulnerability | +3 bonus<sup>1</sup> |
| — | 85–89 | 36–40 | Fortification, moderate | +3 bonus<sup>1</sup> |
| — | 90–94 | 41–42 | Spell resistance (15) | +3 bonus<sup>1</sup> |
| — | 95–99 | 43 | Wild | +3 bonus<sup>1</sup> |
| — | — | 44–48 | Slick, greater | +33,750 gp |
| — | — | 49–53 | Shadow, greater | +33,750 gp |
| — | — | 54–58 | Silent moves, greater | +33,750 gp |
| — | — | 59–63 | Acid resistance, improved | +42,000 gp |
| — | — | 64–68 | Cold resistance, improved | +42,000 gp |
| — | — | 69–73 | Electricity resistance, improved | +42,000 gp |
| — | — | 74–78 | Fire resistance, improved | +42,000 gp |
| — | — | 79–83 | Sonic resistance, improved | +42,000 gp |
| — | — | 84–88 | Spell resistance (17) | +4 bonus<sup>1</sup> |
| — | — | 89 | Etherealness | +49,000 gp |
| — | — | 90 | Undead controlling | +49,000 gp |
| — | — | 91–92 | Fortification, heavy | +5 bonus<sup>1</sup> |
| — | — | 93–94 | Spell resistance (19) | +5 bonus<sup>1</sup> |
| — | — | 95 | Acid resistance, greater | +66,000 gp |
| — | — | 96 | Cold resistance, greater | +66,000 gp |
| — | — | 97 | Electricity resistance, greater | +66,000 gp |
| — | — | 98 | Fire resistance, greater | +66,000 gp |
| — | — | 99 | Sonic resistance, greater | +66,000 gp |
| 100 | 100 | 100 | Roll twice again<sup>2</sup> | — |
| 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price. | ||||
| 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |
Table: Shield Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–20 | 01–10 | 01–05 | Arrow catching | +1 bonus<sup>1</sup> |
| 21–40 | 11–20 | 06–08 | Bashing | +1 bonus<sup>1</sup> |
| 41–50 | 21–25 | 09–10 | Blinding | +1 bonus<sup>1</sup> |
| 51–75 | 26–40 | 11–15 | Fortification, light | +1 bonus<sup>1</sup> |
| 76–92 | 41–50 | 16–20 | Arrow deflection | +2 bonus<sup>1</sup> |
| 93–97 | 51–57 | 21–25 | Animated | +2 bonus<sup>1</sup> |
| 98–99 | 58–59 | — | Spell resistance (13) | +2 bonus<sup>1</sup> |
| — | 60–63 | 26–28 | Acid resistance | +18,000 gp |
| — | 64–67 | 29–31 | Cold resistance | +18,000 gp |
| — | 68–71 | 32–34 | Electricity resistance | +18,000 gp |
| — | 72–75 | 35–37 | Fire resistance | +18,000 gp |
| — | 76–79 | 38–40 | Sonic resistance | +18,000 gp |
| — | 80–85 | 41–46 | Ghost touch | +3 bonus<sup>1</sup> |
| — | 86–95 | 47–56 | Fortification, moderate | +3 bonus<sup>1</sup> |
| — | 96–98 | 57–58 | Spell resistance (15) | +3 bonus<sup>1</sup> |
| — | 99 | 59 | Wild | +3 bonus<sup>1</sup> |
| — | — | 60–64 | Acid resistance, improved | +42,000 gp |
| — | — | 65–69 | Cold resistance, improved | +42,000 gp |
| — | — | 70–74 | Electricity resistance, improved | +42,000 gp |
| — | — | 75–79 | Fire resistance, improved | +42,000 gp |
| — | — | 80–84 | Sonic resistance, improved | +42,000 gp |
| — | — | 85–86 | Spell resistance (17) | +4 bonus<sup>1</sup> |
| — | — | 87 | Undead controlling | +49,000 gp |
| — | — | 88–91 | Fortification, heavy | +5 bonus<sup>1</sup> |
| — | — | 92–93 | Reflecting | +5 bonus<sup>1</sup> |
| — | — | 94 | Spell resistance (19) | +5 bonus<sup>1</sup> |
| — | — | 95 | Acid resistance, greater | +66,000 gp |
| — | — | 96 | Cold resistance, greater | +66,000 gp |
| — | — | 97 | Electricity resistance, greater | +66,000 gp |
| — | — | 98 | Fire resistance, greater | +66,000 gp |
| — | — | 99 | Sonic resistance, greater | +66,000 gp |
| 100 | 100 | 100 | Roll twice again2 | — |
| 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price. | ||||
| 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |
Specific Armors
The following specific suits of armor usually are preconstructed with exactly the qualities described here.
Specific Shields
The following specific shields usually are preconstructed with exactly the qualities described here.
Weapons
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points.
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Table: Weapons
| Minor | Medium | Major | Weapon Bonus | Base Price<sup>1</sup> |
|---|---|---|---|---|
| 01–70 | 01–10 | — | +1 | 2,000 gp |
| 71–85 | 11–29 | — | +2 | 8,000 gp |
| — | 30–58 | 01–20 | +3 | 18,000 gp |
| — | 59–62 | 21–38 | +4 | 32,000 gp |
| — | — | 39–49 | +5 | 50,000 gp |
| — | — | — | +6<sup>2</sup> | 72,000 gp |
| — | — | — | +7<sup>2</sup> | 98,000 gp |
| — | — | — | +8<sup>2</sup> | 128,000 gp |
| — | — | — | +9<sup>2</sup> | 162,000 gp |
| — | — | — | +10<sup>2</sup> | 200,000 gp |
| 86–90 | 63–68 | 50–63 | Specific weapon<sup>3</sup> | — |
| 91–100 | 69–100 | 64–100 | Special ability and roll again<sup>4</sup> | — |
| 1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||||
| 2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. | ||||
| 3 See Table: Specific Weapons. | ||||
| 4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: Weapon Type Determination
| d% | Weapon Type |
|---|---|
| 01–70 | Common melee weapon |
| 71–80 | Uncommon weapon |
| 81–100 | Common ranged weapon |
Table: Common Melee Weapons
| d% | Weapon | Weapon Cost<sup>1</sup> |
|---|---|---|
| 01–04 | Dagger | +302 gp |
| 05–14 | Greataxe | +320 gp |
| 15–24 | Greatsword | +350 gp |
| 25–28 | Kama | +302 gp |
| 29–41 | Longsword | +315 gp |
| 42–45 | Mace, light | +305 gp |
| 46–50 | Mace, heavy | +312 gp |
| 51–54 | Nunchaku | +302 gp |
| 55–57 | Quarterstaff<sup>2</sup> | +600 gp |
| 58–61 | Rapier | +320 gp |
| 62–66 | Scimitar | +315 gp |
| 67–70 | Shortspear | +302 gp |
| 71–74 | Siangham | +303 gp |
| 75–84 | Sword, bastard | +335 gp |
| 85–89 | Sword, short | +310 gp |
| 90–100 | Waraxe, dwarven | +330 gp |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
| 2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons. |
Table: Uncommon Weapons
| d% | Weapon | Weapon Cost<sup>1</sup> |
|---|---|---|
| 01–03 | Axe, orc double<sup>2</sup> | +660 gp |
| 04–07 | Battleaxe | +310 gp |
| 08–10 | Chain, spiked | +325 gp |
| 11–12 | Club | +300 gp |
| 13–16 | Crossbow, hand | +400 gp |
| 17–19 | Crossbow, repeating | +550 gp |
| 20–21 | Dagger, punching | +302 gp |
| 22–23 | Falchion | +375 gp |
| 24–26 | Flail, dire<sup>2</sup> | +690 gp |
| 27–31 | Flail, heavy | +315 gp |
| 32–35 | Flail, light | +308 gp |
| 36–37 | Gauntlet | +302 gp |
| 38–39 | Gauntlet, spiked | +305 gp |
| 40–41 | Glaive | +308 gp |
| 42–43 | Greatclub | +305 gp |
| 44–45 | Guisarme | +309 gp |
| 46–48 | Halberd | +310 gp |
| 49–51 | Spear | +301 gp |
| 52–54 | Hammer, gnome hooked<sup>2</sup> | +620 gp |
| 55–56 | Hammer, light | +301 gp |
| 57–58 | Handaxe | +306 gp |
| 59–61 | Kukri | +308 gp |
| 62–64 | Lance | +310 gp |
| 65–67 | Longspear | +305 gp |
| 68–70 | Morningstar | +308 gp |
| 71–72 | Net | +320 gp |
| 73–74 | Pick, heavy | +308 gp |
| 75–76 | Pick, light | +304 gp |
| 77–78 | Ranseur | +310 gp |
| 79–80 | Sap | +301 gp |
| 81–82 | Scythe | +318 gp |
| 83–84 | Shuriken | +301 gp |
| 85–86 | Sickle | +306 gp |
| 87–89 | Sword, two-bladed<sup>2</sup> | +700 gp |
| 90–91 | Trident | +315 gp |
| 92–94 | Urgrosh, dwarven<sup>2</sup> | +650 gp |
| 95–97 | Warhammer | +312 gp |
| 98–100 | Whip | +301 gp |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
| 2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons. |
Table: Common Ranged Weapons
| d% | Weapon | Weapon Cost<sup>1</sup> | |
|---|---|---|---|
| 01–10 | Ammunition (roll again): | ||
| 01–50 | Arrows (50) | +350 gp | |
| 51–80 | Bolts, crossbow (50) | +350 gp | |
| 81–100 | Bullets, sling (50) | +350 gp | |
| 11–15 | Axe, throwing | +308 gp | |
| 16–25 | Crossbow, heavy | +350 gp | |
| 26–35 | Crossbow, light | +335 gp | |
| 36–39 | Dart | +300 gp 5 sp | |
| 40–41 | Javelin | +301 gp | |
| 42–46 | Shortbow | +330 gp | |
| 47–51 | Shortbow, composite (+0 Str bonus) | +375 gp | |
| 52–56 | Shortbow, composite (+1 Str bonus) | +450 gp | |
| 57–61 | Shortbow, composite (+2 Str bonus) | +525 gp | |
| 62–65 | Sling | +300 gp | |
| 66–75 | Longbow | +375 gp | |
| 76–80 | Longbow, composite | +400 gp | |
| 81–85 | Longbow, composite (+1 Str bonus) | +500 gp | |
| 86–90 | Longbow, composite (+2 Str bonus) | +600 gp | |
| 91–95 | Longbow, composite (+3 Str bonus) | +700 gp | |
| 96–100 | Longbow, composite (+4 Str bonus) | +800 gp | |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | |||
| All magic weapons are masterwork weapons. |
Table: Melee Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier<sup>1</sup> |
|---|---|---|---|---|
| 01–10 | 01–06 | 01–03 | Bane | +1 bonus |
| 11–17 | 07–12 | — | Defending | +1 bonus |
| 18–27 | 13–19 | 04–06 | Flaming | +1 bonus |
| 28–37 | 20–26 | 07–09 | Frost | +1 bonus |
| 38–47 | 27–33 | 10–12 | Shock | +1 bonus |
| 48–56 | 34–38 | 13–15 | Ghost touch | +1 bonus |
| 57–67 | 39–44 | — | Keen<sup>2</sup> | +1 bonus |
| 68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus |
| 72–75 | 49–50 | — | Merciful | +1 bonus |
| 76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus |
| 83–87 | 55–59 | 22–24 | Spell storing | +1 bonus |
| 88–91 | 60–63 | 25–28 | Throwing | +1 bonus |
| 92–95 | 64–65 | 29–32 | Thundering | +1 bonus |
| 96–99 | 66–69 | 33–36 | Vicious | +1 bonus |
| — | 70–72 | 37–41 | Anarchic | +2 bonus |
| — | 73–75 | 42–46 | Axiomatic | +2 bonus |
| — | 76–78 | 47–49 | Disruption<sup>3</sup> | +2 bonus |
| — | 79–81 | 50–54 | Flaming burst | +2 bonus |
| — | 82–84 | 55–59 | Icy burst | +2 bonus |
| — | 85–87 | 60–64 | Holy | +2 bonus |
| — | 88–90 | 65–69 | Shocking burst | +2 bonus |
| — | 91–93 | 70–74 | Unholy | +2 bonus |
| — | 94–95 | 75–78 | Wounding | +2 bonus |
| — | — | 79–83 | Speed | +3 bonus |
| — | — | 84–86 | Brilliant energy | +4 bonus |
| — | — | 87–88 | Dancing | +4 bonus |
| — | — | 89–90 | Vorpal<sup>2</sup> | +5 bonus |
| 100 | 96–100 | 91–100 | Roll again twice<sup>4</sup> | — |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||||
| 2 Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon. | ||||
| 3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon. | ||||
| 4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. |
Table: Ranged Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier<sup>1</sup> |
|---|---|---|---|---|
| 01–12 | 01–08 | 01–04 | Bane | +1 bonus |
| 13–25 | 09–16 | 05–08 | Distance | +1 bonus |
| 26–40 | 17–28 | 09–12 | Flaming | +1 bonus |
| 41–55 | 29–40 | 13–16 | Frost | +1 bonus |
| 56–60 | 41–42 | — | Merciful | +1 bonus |
| 61–68 | 43–47 | 17–21 | Returning | +1 bonus |
| 69–83 | 48–59 | 22–25 | Shock | +1 bonus |
| 84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
| 94–99 | 65–68 | 28–29 | Thundering | +1 bonus |
| — | 69–71 | 30–34 | Anarchic | +2 bonus |
| — | 72–74 | 35–39 | Axiomatic | +2 bonus |
| — | 75–79 | 40–49 | Flaming burst | +2 bonus |
| — | 80–82 | 50–54 | Holy | +2 bonus |
| — | 83–87 | 55–64 | Icy burst | +2 bonus |
| — | 88–92 | 65–74 | Shocking burst | +2 bonus |
| — | 93–95 | 75–79 | Unholy | +2 bonus |
| — | — | 80–84 | Speed | +3 bonus |
| — | — | 85–90 | Brilliant energy | +4 bonus |
| 100 | 96–100 | 91–100 | Roll again twice<sup>2</sup> | — |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||||
| 2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. |
Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies*.* The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities: Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.
Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
Specific Weapons
The following specific weapons usually are preconstructed with exactly the qualities described here.
Magic Items Iii (Potions, Rings, & Rods)
Potions and Oils
A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
The person applying an oil is the effective caster, but the object is the target.
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory
—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.
Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.
Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.
A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.
Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.
Potion Descriptions
The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).
Table: Potions and Oils
| Minor | Medium | Major | Potion or Oil | Market Price |
|---|---|---|---|---|
| 01–10 | — | — | Cure light wounds (potion) | 50 gp |
| 11–13 | — | — | Endure elements (potion) | 50 gp |
| 14–15 | — | — | Hide from animals (potion) | 50 gp |
| 16–17 | — | — | Hide from undead (potion) | 50 gp |
| 18–19 | — | — | Jump (potion) | 50 gp |
| 20–22 | — | — | Mage armor (potion) | 50 gp |
| 23–25 | — | — | Magic fang (potion) | 50 gp |
| 26 | — | — | Magic stone (oil) | 50 gp |
| 27–29 | — | — | Magic weapon (oil) | 50 gp |
| 30 | — | — | Pass without trace (potion) | 50 gp |
| 31–32 | — | — | Protection from (alignment) (potion) | 50 gp |
| 33–34 | — | — | Remove fear (potion) | 50 gp |
| 35 | — | — | Sanctuary (potion) | 50 gp |
| 36–38 | — | — | Shield of faith +2 (potion) | 50 gp |
| 39 | — | — | Shillelagh (oil) | 50 gp |
| 40–41 | 01–02 | — | Bless weapon (oil) | 100 gp |
| 42–44 | 03–04 | — | Enlarge person (potion) | 250 gp |
| 45 | 05 | — | Reduce person (potion) | 250 gp |
| 46–47 | 06 | — | Aid (potion) | 300 gp |
| 48–50 | 07 | — | Barkskin +2 (potion) | 300 gp |
| 51–53 | 08–10 | — | Bear’s endurance (potion) | 300 gp |
| 54–56 | 11–13 | 01–02 | Blur (potion) | 300 gp |
| 57–59 | 14–16 | — | Bull’s strength (potion) | 300 gp |
| 60–62 | 17–19 | — | Cat’s grace (potion) | 300 gp |
| 63–67 | 20–27 | 03–07 | Cure moderate wounds (potion) | 300 gp |
| 68 | 28 | — | Darkness (oil) | 300 gp |
| 69–71 | 29–30 | 08–09 | Darkvision (potion) | 300 gp |
| 72–74 | 31 | — | Delay poison (potion) | 300 gp |
| 75–76 | 32–33 | — | Eagle’s splendor (potion) | 300 gp |
| 77–78 | 34–35 | — | Fox’s cunning (potion) | 300 gp |
| 79–81 | 36–37 | 10–11 | Invisibility (potion or oil) | 300 gp |
| 82–84 | 38 | 12 | Lesser restoration (potion) | 300 gp |
| 85–86 | 39 | — | Levitate (potion or oil) | 300 gp |
| 87 | 40 | — | Misdirection (potion) | 300 gp |
| 88–89 | 41–42 | — | Owl’s wisdom (potion) | 300 gp |
| 90–91 | 43 | — | Protection from arrows 10/magic (potion) | 300 gp |
| 92–93 | 44 | 13 | Remove paralysis (potion) | 300 gp |
| 94–96 | 45–46 | — | Resist energy (type) 10 (potion) | 300 gp |
| 97 | 47–48 | 14 | Shield of faith +3 (potion) | 300 gp |
| 98–99 | 49 | — | Spider climb (potion) | 300 gp |
| 100 | 50 | 15 | Undetectable alignment (potion) | 300 gp |
| — | 51 | 16 | Barkskin +3 (potion) | 600 gp |
| — | 52 | 17–18 | Shield of faith +4 (potion) | 600 gp |
| — | 53–55 | 19–20 | Resist energy (type) 20 (potion) | 700 gp |
| — | 56–60 | 21–28 | Cure serious wounds (potion) | 750 gp |
| — | 61 | 29 | Daylight (oil) | 750 gp |
| — | 62–64 | 30–32 | Displacement (potion) | 750 gp |
| — | 65 | 33 | Flame arrow (oil) | 750 gp |
| — | 66–68 | 34–38 | Fly (potion) | 750 gp |
| — | 69 | 39 | Gaseous form (potion) | 750 gp |
| — | 70–71 | — | Greater magic fang +1 (potion) | 750 gp |
| — | 72–73 | — | Greater magic weapon +1 (oil) | 750 gp |
| — | 74–75 | 40–41 | Haste (potion) | 750 gp |
| — | 76–78 | 42–44 | Heroism (potion) | 750 gp |
| — | 79–80 | 45–46 | Keen edge (oil) | 750 gp |
| — | 81 | 47 | Magic circle against (alignment) (potion) | 750 gp |
| — | 82–83 | — | Magic vestment +1 (oil) | 750 gp |
| — | 84–86 | 48–50 | Neutralize poison (potion) | 750 gp |
| — | 87–88 | 51–52 | Nondetection (potion) | 750 gp |
| — | 89–91 | 53–54 | Protection from energy (type) (potion) | 750 gp |
| — | 92–93 | 55 | Rage (potion) | 750 gp |
| — | 94 | 56 | Remove blindness/deafness (potion) | 750 gp |
| — | 95 | 57 | Remove curse (potion) | 750 gp |
| — | 96 | 58 | Remove disease (potion) | 750 gp |
| — | 97 | 59 | Tongues (potion) | 750 gp |
| — | 98–99 | 60 | Water breathing (potion) | 750 gp |
| — | 100 | 61 | Water walk (potion) | 750 gp |
| — | — | 62–63 | Barkskin +4 (potion) | 900 gp |
| — | — | 64 | Shield of faith +5 (potion) | 900 gp |
| — | — | 65 | Good hope (potion) | 1,050 gp |
| — | — | 66–68 | Resist energy (type) 30 (potion) | 1,100 gp |
| — | — | 69 | Barkskin +5 (potion) | 1,200 gp |
| — | — | 70–73 | Greater magic fang +2 (potion) | 1,200 gp |
| — | — | 74–77 | Greater magic weapon +2 (oil) | 1,200 gp |
| — | — | 78–81 | Magic vestment +2 (oil) | 1,200 gp |
| — | — | 82 | Protection from arrows 15/magic (potion) | 1,500 gp |
| — | — | 83–85 | Greater magic fang +3 (potion) | 1,800 gp |
| — | — | 86–88 | Greater magic weapon +3 (oil) | 1,800 gp |
| — | — | 89–91 | Magic vestment +3 (oil) | 1,800 gp |
| — | — | 92–93 | Greater magic fang +4 (potion) | 2,400 gp |
| — | — | 94–95 | Greater magic weapon +4 (oil) | 2,400 gp |
| — | — | 96–97 | Magic vestment +4 (oil) | 2,400 gp |
| — | — | 98 | Greater magic fang +5 (potion) | 3,000 gp |
| — | — | 99 | Greater magic weapon +5 (oil) | 3,000 gp |
| — | — | 100 | Magic vestment +5 (oil) | 3,000 gp |
Rings
Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.
Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.
Activation: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.
Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.
Table: Rings
| Minor | Medium | Major | Ring | Market Price |
|---|---|---|---|---|
| 01–18 | — | — | Protection +1 | 2,000 gp |
| 19–28 | — | — | Feather falling | 2,200 gp |
| 29–36 | — | — | Sustenance | 2,500 gp |
| 37–44 | — | — | Climbing | 2,500 gp |
| 45–52 | — | — | Jumping | 2,500 gp |
| 53–60 | — | — | Swimming | 2,500 gp |
| 61–70 | 01–05 | — | Counterspells | 4,000 gp |
| 71–75 | 06–08 | — | Mind shielding | 8,000 gp |
| 76–80 | 09–18 | — | Protection +2 | 8,000 gp |
| 81–85 | 19–23 | — | Force shield | 8,500 gp |
| 86–90 | 24–28 | — | Ram | 8,600 gp |
| — | 29–34 | — | Climbing, improved | 10,000 gp |
| — | 35–40 | — | Jumping, improved | 10,000 gp |
| — | 41–46 | — | Swimming, improved | 10,000 gp |
| 91–93 | 47–51 | — | Animal friendship | 10,800 gp |
| 94–96 | 50–56 | 01–02 | Energy resistance, minor | 12,000 gp |
| 97–98 | 57–61 | — | Chameleon power | 12,700 gp |
| 99–100 | 62–66 | — | Water walking | 15,000 gp |
| — | 67–71 | 03–07 | Protection +3 | 18,000 gp |
| — | 72–76 | 08–10 | Spell storing, minor | 18,000 gp |
| — | 77–81 | 11–15 | Invisibility | 20,000 gp |
| — | 82–85 | 16–19 | Wizardry (I) | 20,000 gp |
| — | 86–90 | 20–25 | Evasion | 25,000 gp |
| — | 91–93 | 26–28 | X-ray vision | 25,000 gp |
| — | 94–97 | 29–32 | Blinking | 27,000 gp |
| — | 98–100 | 33–39 | Energy resistance, major | 28,000 gp |
| — | — | 40–49 | Protection +4 | 32,000 gp |
| — | — | 50–55 | Wizardry (II) | 40,000 gp |
| — | — | 56–60 | Freedom of movement | 40,000 gp |
| — | — | 61–63 | Energy resistance, greater | 44,000 gp |
| — | — | 64–65 | Friend shield (pair) | 50,000 gp |
| — | — | 66–70 | Protection +5 | 50,000 gp |
| — | — | 71–74 | Shooting stars | 50,000 gp |
| — | — | 75–79 | Spell storing | 50,000 gp |
| — | — | 80–83 | Wizardry (III) | 70,000 gp |
| — | — | 84–86 | Telekinesis | 75,000 gp |
| — | — | 87–88 | Regeneration | 90,000 gp |
| — | — | 89 | Three wishes | 97,950 gp |
| — | — | 90–92 | Spell turning | 98,280 gp |
| — | — | 93–94 | Wizardry (IV) | 100,000 gp |
| — | — | 95 | Djinni calling | 125,000 gp |
| — | — | 96 | Elemental command (air) | 200,000 gp |
| — | — | 97 | Elemental command (earth) | 200,000 gp |
| — | — | 98 | Elemental command (fire) | 200,000 gp |
| — | — | 99 | Elemental command (water) | 200,000 gp |
| — | — | 100 | Spell storing, major | 200,000 gp |
Ring Descriptions
Standard rings are described below.
Rods
Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.
Physical Description: Rods weigh approximately 5 pounds.
They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
Activation: Details relating to rod use vary from item to item. See the individual descriptions for specifics.
Special Qualities: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Rods with charges can never be intelligent.
Table: Rods
| Medium | Major | Rod | Market Price |
|---|---|---|---|
| 01–07 | — | Metamagic, Enlarge, lesser | 3,000 gp |
| 08–14 | — | Metamagic, Extend, lesser | 3,000 gp |
| 15–21 | — | Metamagic, Silent, lesser | 3,000 gp |
| 22–28 | — | Immovable | 5,000 gp |
| 29–35 | — | Metamagic, Empower, lesser | 9,000 gp |
| 36–42 | — | Metal and mineral detection | 10,500 gp |
| 43–53 | 01–04 | Cancellation | 11,000 gp |
| 54–57 | 05–06 | Metamagic, Enlarge | 11,000 gp |
| 58–61 | 07–08 | Metamagic, Extend | 11,000 gp |
| 62–65 | 09–10 | Metamagic, Silent | 11,000 gp |
| 66–71 | 11–14 | Wonder | 12,000 gp |
| 72–79 | 15–18 | Python | 13,000 gp |
| 80–83 | — | Metamagic, Maximize, lesser | 14,000 gp |
| 84–89 | 19–21 | Flame extinguishing | 15,000 gp |
| 90–97 | 22–25 | Viper | 19,000 gp |
| — | 26–30 | Enemy detection | 23,500 gp |
| — | 31–36 | Metamagic, Enlarge, greater | 24,500 gp |
| — | 37–42 | Metamagic, Extend, greater | 24,500 gp |
| — | 43–48 | Metamagic, Silent, greater | 24,500 gp |
| — | 49–53 | Splendor | 25,000 gp |
| — | 54–58 | Withering | 25,000 gp |
| 98–99 | 59–64 | Metamagic, Empower | 32,500 gp |
| — | 65–69 | Thunder and lightning | 33,000 gp |
| 100 | 70–73 | Metamagic, Quicken, lesser | 35,000 gp |
| — | 74–77 | Negation | 37,000 gp |
| — | 78–80 | Absorption | 50,000 gp |
| — | 81–84 | Flailing | 50,000 gp |
| — | 85–86 | Metamagic, Maximize | 54,000 gp |
| — | 87–88 | Rulership | 60,000 gp |
| — | 89–90 | Security | 61,000 gp |
| — | 91–92 | Lordly might | 70,000 gp |
| — | 93–94 | Metamagic, Empower, greater | 73,000 gp |
| — | 95–96 | Metamagic, Quicken | 75,500 gp |
| — | 97–98 | Alertness | 85,000 gp |
| — | 99 | Metamagic, Maximize, greater | 121,500 gp |
| — | 100 | Metamagic, Quicken, greater | 170,000 gp |
Rod Descriptions
Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.
Magic Items Iv (Scrolls, Staffs, & Wands)
Scrolls
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
- The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
- The user must have the spell on his or her class list.
- The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
- A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
- Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
- Spell takes effect at some random location within spell range.
- Spell’s effect on the target is contrary to the spell’s normal effect.
- The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
- Some innocuous item or items appear in the spell’s area.
- Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves
in scribing scrolls).
Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.
Table: Scroll Types
| d% roll | Type |
|---|---|
| 01–70 | Arcane |
| 71–100 | Divine |
Table: Number of Spells on a Scroll
| Scroll Type | Number of Spells |
|---|---|
| Minor scroll | 1d3 spells |
| Medium scroll | 1d4 spells |
| Major scroll | 1d6 spells |
Table: Scroll Spell Levels
| Minor | Medium | Major | Spell Level | Spell’s Caster Level<sup>1</sup> |
|---|---|---|---|---|
| 01–05 | — | — | 0 | 1st |
| 06–50 | — | — | 1st | 1st |
| 51–95 | 01–05 | — | 2nd | 3rd |
| 96–100 | 06–65 | — | 3rd | 5th |
| — | 66–95 | 01–05 | 4th | 7th |
| — | 96–100 | 06–50 | 5th | 9th |
| — | — | 51–70 | 6th | 11th |
| — | — | 71–85 | 7th | 13th |
| — | — | 86–95 | 8th | 15th |
| — | — | 95–100 | 9th | 17th |
| 1 These numbers assume that the creator is a cleric, druid, or wizard. |
Table: Arcane Spell Scrolls
0-Level Arcane Spells
| d% | Spell | Market Price |
|---|---|---|
| 01–04 | acid splash | 12 gp 5 sp |
| 05–08 | arcane mark | 12 gp 5 sp |
| 09–13 | dancing lights | 12 gp 5 sp |
| 14–17 | daze | 12 gp 5 sp |
| 18–24 | detect magic | 12 gp 5 sp |
| 25–28 | detect poison | 12 gp 5 sp |
| 29–32 | disrupt undead | 12 gp 5 sp |
| 33–37 | flare | 12 gp 5 sp |
| 38–42 | ghost sound | 12 gp 5 sp |
| 43–44 | know direction | 12 gp 5 sp |
| 45–50 | light | 12 gp 5 sp |
| 51–52 | lullaby | 12 gp 5 sp |
| 53–57 | mage hand | 12 gp 5 sp |
| 58–62 | mending | 12 gp 5 sp |
| 63–67 | message | 12 gp 5 sp |
| 68–72 | open/close | 12 gp 5 sp |
| 73–77 | prestidigitation | 12 gp 5 sp |
| 78–81 | ray of frost | 12 gp 5 sp |
| 82–87 | read magic | 12 gp 5 sp |
| 88–94 | resistance | 12 gp 5 sp |
| 95–96 | summon instrument | 12 gp 5 sp |
| 97–100 | touch of fatigue | 12 gp 5 sp |
| *1st-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–03 | alarm | 25 gp |
| 04–05 | animate rope | 25 gp |
| 06–07 | burning hands | 25 gp |
| 08–09 | cause fear | 25 gp |
| 10–12 | charm person | 25 gp |
| 13–14 | chill touch | 25 gp |
| 15–16 | color spray | 25 gp |
| 17–19 | comprehend languages | 25 gp |
| 20 | confusion, lesser | 50 gp |
| 21 | cure light wounds | 50 gp |
| 22–24 | detect secret doors | 25 gp |
| 25–26 | detect undead | 25 gp |
| 27–29 | disguise self | 25 gp |
| 30–32 | endure elements | 25 gp |
| 33–35 | enlarge person | 25 gp |
| 36–37 | erase | 25 gp |
| 38–40 | expeditious retreat | 25 gp |
| 41 | feather fall | 25 gp |
| 42–43 | grease | 25 gp |
| 44–45 | hold portal | 25 gp |
| 46–47 | hypnotism | 25 gp |
| 48–49 | identify | 125 gp |
| 50–51 | jump | 25 gp |
| 52–54 | mage armor | 25 gp |
| 55–56 | magic missile | 25 gp |
| 57–59 | magic weapon | 25 gp |
| 60–62 | mount | 25 gp |
| 63–64 | magic aura | 25 gp |
| 65–66 | obscuring mist | 25 gp |
| 67–74 | protection from chaos/evil/good/law | 25 gp |
| 75–76 | ray of enfeeblement | 25 gp |
| 77–78 | reduce person | 25 gp |
| 79–80 | remove fear | 50 gp |
| 81–82 | shield | 25 gp |
| 83–84 | shocking grasp | 25 gp |
| 85–86 | silent image | 25 gp |
| 87–88 | sleep | 25 gp |
| 89–90 | summon monster I | 25 gp |
| 91–93 | floating disk | 25 gp |
| 94–95 | true strike | 25 gp |
| 96 | undetectable alignment | 50 gp |
| 97–98 | unseen servant | 25 gp |
| 99–100 | ventriloquism | 25 gp |
| *2nd-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01 | animal messenger | 200 gp |
| 02 | animal trance | 200 gp |
| 03 | arcane lock | 175 gp |
| 04–06 | bear’s endurance | 150 gp |
| 07–08 | blindness/deafness | 150 gp |
| 09–10 | blur | 150 gp |
| 11–13 | bull’s strength | 150 gp |
| 14 | calm emotions | 200 gp |
| 15–17 | cat’s grace | 150 gp |
| 18–19 | command undead | 150 gp |
| 20 | continual flame | 200 gp |
| 21 | cure moderate wounds | 200 gp |
| 22 | darkness | 150 gp |
| 23–25 | darkvision | 150 gp |
| 26 | daze monster | 150 gp |
| 27 | delay poison | 200 gp |
| 28–29 | detect thoughts | 150 gp |
| 30–31 | disguise self | 150 gp |
| 32–34 | eagle’s splendor | 150 gp |
| 35 | enthrall | 200 gp |
| 36–37 | false life | 150 gp |
| 38–39 | flaming sphere | 150 gp |
| 40 | fog cloud | 150 gp |
| 41–43 | fox’s cunning | 150 gp |
| 44 | ghoul touch | 150 gp |
| 45–46 | glitterdust | 150 gp |
| 47 | gust of wind | 150 gp |
| 48–49 | hypnotic pattern | 150 gp |
| 50–52 | invisibility | 150 gp |
| 53–55 | knock | 150 gp |
| 56 | phantom trap | 200 gp |
| 57–58 | levitate | 150 gp |
| 59 | locate object | 150 gp |
| 60 | magic mouth | 160 gp |
| 61–62 | acid arrow | 150 gp |
| 63 | minor image | 150 gp |
| 64–65 | mirror image | 150 gp |
| 66 | misdirection | 150 gp |
| 67 | obscure object | 150 gp |
| 68–70 | owl’s wisdom | 150 gp |
| 71–73 | protection from arrows | 150 gp |
| 74–75 | pyrotechnics | 150 gp |
| 76–78 | resist energy | 150 gp |
| 79 | rope trick | 150 gp |
| 80 | scare | 150 gp |
| 81–82 | scorching ray | 150 gp |
| 83–85 | see invisibility | 150 gp |
| 86 | shatter | 150 gp |
| 87 | silence | 200 gp |
| 88 | sound burst | 200 gp |
| 89 | spectral hand | 150 gp |
| 90–91 | spider climb | 150 gp |
| 92–93 | summon monster II | 150 gp |
| 94–95 | summon swarm | 150 gp |
| 96 | hideous laughter | 150 gp |
| 97 | touch of idiocy | 150 gp |
| 98–99 | web | 150 gp |
| 100 | whispering wind | 150 gp |
| *3rd-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–02 | arcane sight | 375 gp |
| 03–04 | blink | 375 gp |
| 05–06 | clairaudience/clairvoyance | 375 gp |
| 07 | cure serious wounds | 525 gp |
| 08–10 | daylight | 525 gp |
| 11–12 | deep slumber | 375 gp |
| 13–15 | dispel magic | 375 gp |
| 16–17 | displacement | 375 gp |
| 18 | explosive runes | 375 gp |
| 19–20 | fireball | 375 gp |
| 21–22 | flame arrow | 375 gp |
| 23–25 | fly | 375 gp |
| 26–27 | gaseous form | 375 gp |
| 28–29 | gentle repose | 375 gp |
| 30 | glibness | 525 gp |
| 31 | good hope | 525 gp |
| 32–33 | halt undead | 375 gp |
| 34–36 | haste | 375 gp |
| 37–38 | heroism | 375 gp |
| 39–40 | hold person | 375 gp |
| 41 | illusory script | 425 gp |
| 42–44 | invisibility sphere | 375 gp |
| 45–47 | keen edge | 375 gp |
| 48–49 | tiny hut | 375 gp |
| 50–51 | lightning bolt | 375 gp |
| 52–59 | magic circle against chaos/evil/good/law | 375 gp |
| 60–62 | magic weapon, greater | 375 gp |
| 63–64 | major image | 375 gp |
| 65–66 | nondetection | 425 gp |
| 67–68 | phantom steed | 375 gp |
| 69–71 | protection from energy | 375 gp |
| 72–73 | rage | 375 gp |
| 74–75 | ray of exhaustion | 375 gp |
| 76 | sculpt sound | 525 gp |
| 77 | secret page | 375 gp |
| 78 | sepia snake sigil | 875 gp |
| 79 | shrink item | 375 gp |
| 80–81 | sleet storm | 375 gp |
| 82–83 | slow | 375 gp |
| 84 | speak with animals | 525 gp |
| 85–86 | stinking cloud | 375 gp |
| 87–88 | suggestion | 375 gp |
| 89–90 | summon monster III | 375 gp |
| 91–93 | tongues | 375 gp |
| 94–95 | vampiric touch | 375 gp |
| 96–98 | water breathing | 375 gp |
| 99–100 | wind wall | 375 gp |
| *4th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–02 | animate dead | 1,050 gp |
| 03–05 | arcane eye | 700 gp |
| 06–07 | bestow curse | 700 gp |
| 08–10 | charm monster | 700 gp |
| 11–13 | confusion | 700 gp |
| 14–15 | contagion | 700 gp |
| 16–17 | crushing despair | 700 gp |
| 18 | cure critical wounds | 1,000 gp |
| 19 | detect scrying | 700 gp |
| 20–23 | dimension door | 700 gp |
| 24–26 | dimensional anchor | 700 gp |
| 27–28 | enervation | 700 gp |
| 29–30 | enlarge person, mass | 700 gp |
| 31–32 | black tentacles | 700 gp |
| 33–34 | fear | 700 gp |
| 35–37 | fire shield | 700 gp |
| 38–39 | fire trap | 725 gp |
| 40–42 | freedom of movement | 1,000 gp |
| 43 | geas, lesser | 700 gp |
| 44–46 | globe of invulnerability, lesser | 700 gp |
| 47–48 | hallucinatory terrain | 700 gp |
| 49–50 | ice storm | 700 gp |
| 51–52 | illusory wall | 700 gp |
| 53–55 | invisibility, greater | 700 gp |
| 56–57 | secure shelter | 700 gp |
| 58 | locate creature | 700 gp |
| 59–60 | minor creation | 700 gp |
| 61 | modify memory | 1,000 gp |
| 62 | neutralize poison | 1,000 gp |
| 63–64 | resilient sphere | 700 gp |
| 65–66 | phantasmal killer | 700 gp |
| 67–68 | polymorph | 700 gp |
| 69–70 | rainbow pattern | 700 gp |
| 71 | mnemonic enhancer | 700 gp |
| 72–73 | reduce person, mass | 700 gp |
| 74–76 | remove curse | 700 gp |
| 77 | repel vermin | 1,000 gp |
| 78–79 | scrying | 700 gp |
| 80–81 | shadow conjuration | 700 gp |
| 82–83 | shout | 700 gp |
| 84–85 | solid fog | 700 gp |
| 86 | speak with plants | 1,000 gp |
| 87–88 | stone shape | 700 gp |
| 89–91 | stoneskin | 950 gp |
| 92–93 | summon monster IV | 700 gp |
| 94–96 | wall of fire | 700 gp |
| 97–99 | wall of ice | 700 gp |
| 100 | zone of silence | 1,000 gp |
| *5th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–02 | animal growth | 1,125 gp |
| 03–05 | baleful polymorph | 1,125 gp |
| 06–07 | interposing hand | 1,125 gp |
| 08–09 | blight | 1,125 gp |
| 10–12 | break enchantment | 1,125 gp |
| 13–14 | cloudkill | 1,125 gp |
| 15–17 | cone of cold | 1,125 gp |
| 18–19 | contact other plane | 1,125 gp |
| 20 | cure light wounds, mass | 1,625 gp |
| 21–23 | dismissal | 1,125 gp |
| 24–26 | dispel magic, greater | 1,625 gp |
| 27–28 | dominate person | 1,125 gp |
| 29 | dream | 1,125 gp |
| 30–31 | fabricate | 1,125 gp |
| 32–33 | false vision | 1,375 gp |
| 34–35 | feeblemind | 1,125 gp |
| 36–39 | hold monster | 1,125 gp |
| 40 | secret chest | 1,125 gp |
| 41 | magic jar | 1,125 gp |
| 42–43 | major creation | 1,125 gp |
| 44–45 | mind fog | 1,125 gp |
| 46–47 | mirage arcana | 1,125 gp |
| 48–49 | mage’s faithful hound | 1,125 gp |
| 50–51 | mage’s private sanctum | 1,125 gp |
| 52–53 | nightmare | 1,125 gp |
| 54–57 | overland flight | 1,125 gp |
| 58–60 | passwall | 1,125 gp |
| 61 | permanency | 10,125 gp<sup>1</sup> |
| 62–63 | persistent image | 1,125 gp |
| 64–65 | planar binding, lesser | 1,125 gp |
| 66–67 | prying eyes | 1,125 gp |
| 68–69 | telepathic bond | 1,125 gp |
| 70–71 | seeming | 1,125 gp |
| 72–74 | sending | 1,125 gp |
| 75–76 | shadow evocation | 1,125 gp |
| 77 | song of discord | 1,625 gp |
| 78–79 | summon monster V | 1,125 gp |
| 80 | symbol of pain | 2,125 gp |
| 81 | symbol of sleep | 2,125 gp |
| 82–83 | telekinesis | 1,125 gp |
| 84–88 | teleport | 1,125 gp |
| 89–90 | transmute mud to rock | 1,125 gp |
| 91–92 | transmute rock to mud | 1,125 gp |
| 93–95 | wall of force | 1,125 gp |
| 96–98 | wall of stone | 1,125 gp |
| 99–100 | waves of fatigue | 1,125 gp |
| 1 Includes experience point cost up to 2,000 XP. | ||
| *6th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–02 | acid fog | 1,650 gp |
| 03–05 | analyze dweomer | 1,650 gp |
| 06 | animate objects | 2,400 gp |
| 07–09 | antimagic field | 1,650 gp |
| 10–12 | bear’s endurance, mass | 1,650 gp |
| 13–14 | forceful hand | 1,650 gp |
| 15–17 | bull’s strength, mass | 1,650 gp |
| 18–20 | cat’s grace, mass | 1,650 gp |
| 21–23 | chain lightning | 1,650 gp |
| 24–25 | circle of death | 2,150 gp |
| 26 | contingency | 1,650 gp |
| 27–28 | control water | 1,650 gp |
| 29 | create undead | 2,350 gp |
| 30 | cure moderate wounds, mass | 2,400 gp |
| 31–33 | disintegrate | 1,650 gp |
| 34–37 | dispel magic, greater | 1,650 gp |
| 38–40 | eagle’s splendor, mass | 1,650 gp |
| 41–42 | eyebite | 1,650 gp |
| 43 | find the path | 2,400 gp |
| 44–45 | flesh to stone | 1,650 gp |
| 46–48 | fox’s cunning, mass | 1,650 gp |
| 49 | geas/quest | 1,650 gp |
| 50–52 | globe of invulnerability | 1,650 gp |
| 53 | guards and wards | 1,650 gp |
| 54 | heroes’ feast | 2,400 gp |
| 55–56 | heroism, greater | 1,650 gp |
| 57 | legend lore | 1,900 gp |
| 58–59 | mislead | 1,650 gp |
| 60 | mage’s lucubration | 1,650 gp |
| 61–62 | move earth | 1,650 gp |
| 63–64 | freezing sphere | 1,650 gp |
| 65–67 | owl’s wisdom, mass | 1,650 gp |
| 68–69 | permanent image | 1,650 gp |
| 70–71 | planar binding | 1,650 gp |
| 72–73 | programmed image | 1,675 gp |
| 74–75 | repulsion | 1,650 gp |
| 76–78 | shadow walk | 1,650 gp |
| 79–81 | stone to flesh | 1,650 gp |
| 82–83 | suggestion, mass | 1,650 gp |
| 84–85 | summon monster VI | 1,650 gp |
| 86 | symbol of fear | 2,650 gp |
| 87 | symbol of persuasion | 6,650 gp |
| 88 | sympathetic vibration | 2,400 gp |
| 89–90 | transformation | 1,950 gp |
| 91–93 | true seeing | 1,900 gp |
| 94–95 | undeath to death | 2,150 gp |
| 96–97 | veil | 1,650 gp |
| 98–100 | wall of iron | 1,700 gp |
| *7th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–03 | arcane sight, greater | 2,275 gp |
| 04–07 | banishment | 2,275 gp |
| 08–10 | grasping hand | 2,275 gp |
| 11–13 | control undead | 2,275 gp |
| 14–16 | control weather | 2,275 gp |
| 17–19 | delayed blast fireball | 2,275 gp |
| 20–21 | instant summons | 3,275 gp |
| 22–25 | ethereal jaunt | 2,275 gp |
| 26–28 | finger of death | 2,275 gp |
| 29–31 | forcecage | 23775 gp |
| 32–35 | hold person, mass | 2,275 gp |
| 36–38 | insanity | 2,275 gp |
| 39–42 | invisibility, mass | 2,275 gp |
| 43 | limited wish | 3,775 gp<sup>1</sup> |
| 44–45 | mage’s magnificent mansion | 2,275 gp |
| 46–48 | mage’s sword | 2,275 gp |
| 49–51 | phase door | 2,275 gp |
| 52–54 | plane shift | 2,275 gp |
| 55–57 | power word blind | 2,275 gp |
| 58–61 | prismatic spray | 2,275 gp |
| 62–64 | project image | 2,280 gp |
| 65–67 | reverse gravity | 2,275 gp |
| 68–70 | scrying, greater | 2,275 gp |
| 71–73 | sequester | 2,275 gp |
| 74–76 | shadow conjuration, greater | 2,275 gp |
| 77 | simulacrum | 7,275 gp<sup>2</sup> |
| 78–80 | spell turning | 2,275 gp |
| 81–82 | statue | 2,275 gp |
| 83–85 | summon monster VII | 2,275 gp |
| 86 | symbol of stunning | 7,275 gp |
| 87 | symbol of weakness | 7,275 gp |
| 88–90 | teleport object | 2,275 gp |
| 91–95 | teleport, greater | 2,275 gp |
| 96–97 | vision | 2,775 gp |
| 98–100 | waves of exhaustion | 2,275 gp |
| 1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP. | ||
| 2 Assumes no XP cost in excess of 1,000 gp. | ||
| *8th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–02 | antipathy | 3,000 gp |
| 03–05 | clenched fist | 3,000 gp |
| 06–08 | binding | 8,500 gp<sup>1</sup> |
| 09–12 | charm monster, mass | 3,000 gp |
| 13 | clone | 4,000 gp |
| 14–16 | create greater undead | 3,000 gp |
| 17–19 | demand | 3,600 gp |
| 20–22 | dimensional lock | 3,000 gp |
| 23–26 | discern location | 3,000 gp |
| 27–29 | horrid wilting | 3,000 gp |
| 30–32 | incendiary cloud | 3,000 gp |
| 33–35 | iron body | 3,000 gp |
| 36–38 | maze | 3,000 gp |
| 39–41 | mind blank | 3,000 gp |
| 42–44 | moment of prescience | 3,000 gp |
| 45–48 | telekinetic sphere | 3,000 gp |
| 49–51 | irresistible dance | 3,000 gp |
| 52–54 | planar binding, greater | 3,000 gp |
| 55–57 | polar ray | 3,000 gp |
| 58–60 | polymorph any object | 3,000 gp |
| 61–63 | power word stun | 3,000 gp |
| 64–66 | prismatic wall | 3,000 gp |
| 67–70 | protection from spells | 3,500 gp |
| 71–73 | prying eyes, greater | 3,000 gp |
| 74–76 | scintillating pattern | 3,000 gp |
| 77–78 | screen | 3,000 gp |
| 79–81 | shadow evocation, greater | 3,000 gp |
| 82–84 | shout, greater | 3,000 gp |
| 85–87 | summon monster VIII | 3,000 gp |
| 88–90 | sunburst | 3,000 gp |
| 91 | symbol of death | 8,000 gp |
| 92 | symbol of insanity | 8,000 gp |
| 93–94 | sympathy | 4,500 gp |
| 95–98 | temporal stasis | 3,500 gp |
| 99–100 | trap the soul | 13,000 gp<sup>1</sup> |
| 1 Assumes a creature of 10 HD or less. | ||
| *9th-Level Arcane Spells* | ||
| d% | Spell | Market Price |
| 01–03 | astral projection | 4,870 gp |
| 04–07 | crushing hand | 3,825 gp |
| 08–12 | dominate monster | 3,825 gp |
| 13–16 | energy drain | 3,825 gp |
| 17–21 | etherealness | 3,825 gp |
| 22–25 | foresight | 3,825 gp |
| 26–31 | freedom | 3,825 gp |
| 32–36 | gate | 8,825 gp |
| 37–40 | hold monster, mass | 3,825 gp |
| 41–44 | imprisonment | 3,825 gp |
| 45–49 | meteor swarm | 3,825 gp |
| 50–53 | mage’s disjunction | 3,825 gp |
| 54–58 | power word kill | 3,825 gp |
| 59–62 | prismatic sphere | 3,825 gp |
| 63–66 | refuge | 3,825 gp |
| 67–70 | shades | 3,825 gp |
| 71–76 | shapechange | 3,825 gp |
| 77–79 | soul bind | 3,825 gp |
| 80–83 | summon monster IX | 3,825 gp |
| 84–86 | teleportation circle | 4,825 gp |
| 87–91 | time stop | 3,825 gp |
| 92–95 | wail of the banshee | 3,825 gp |
| 96–99 | weird | 3,825 gp |
| 100 | wish | 28,825 gp<sup>1</sup> |
| 1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP. |
Table: Divine Spell Scrolls
0-Level Divine Spells
| d% | Spell | Market Price |
|---|---|---|
| 01–07 | create water | 12 gp 5 sp |
| 08–14 | cure minor wounds | 12 gp 5 sp |
| 15–22 | detect magic | 12 gp 5 sp |
| 23–29 | detect poison | 12 gp 5 sp |
| 30–36 | flare | 12 gp 5 sp |
| 37–43 | guidance | 12 gp 5 sp |
| 44–50 | inflict minor wounds | 12 gp 5 sp |
| 51–57 | know direction | 12 gp 5 sp |
| 58–65 | light | 12 gp 5 sp |
| 66–72 | mending | 12 gp 5 sp |
| 73–79 | purify food and drink | 12 gp 5 sp |
| 80–86 | read magic | 12 gp 5 sp |
| 87–93 | resistance | 12 gp 5 sp |
| 94–100 | virtue | 12 gp 5 sp |
| *1st-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01 | alarm | 100 gp |
| 02–03 | bane | 25 gp |
| 04–06 | bless | 25 gp |
| 07–09 | bless water | 50 gp |
| 10 | bless weapon | 100 gp |
| 11–12 | calm animals | 25 gp |
| 13–14 | cause fear | 25 gp |
| 15–16 | charm animal | 25 gp |
| 17–19 | command | 25 gp |
| 20–21 | comprehend languages | 25 gp |
| 22–26 | cure light wounds | 25 gp |
| 27–28 | curse water | 50 gp |
| 29–30 | deathwatch | 25 gp |
| 31–32 | detect animals or plants | 25 gp |
| 33–35 | detect chaos/evil/good/law | 25 gp |
| 36–37 | detect snares and pits | 25 gp |
| 38–39 | detect undead | 25 gp |
| 40–41 | divine favor | 25 gp |
| 42–43 | doom | 25 gp |
| 44–48 | endure elements | 25 gp |
| 49–50 | entangle | 25 gp |
| 51–52 | entropic shield | 25 gp |
| 53–54 | faerie fire | 25 gp |
| 55–56 | goodberry | 25 gp |
| 57–58 | hide from animals | 25 gp |
| 59–60 | hide from undead | 25 gp |
| 61–62 | inflict light wounds | 25 gp |
| 63–64 | jump | 25 gp |
| 65–66 | longstrider | 25 gp |
| 67–68 | magic fang | 25 gp |
| 69–72 | magic stone | 25 gp |
| 73–74 | magic weapon | 25 gp |
| 75–78 | obscuring mist | 25 gp |
| 79–80 | pass without trace | 25 gp |
| 81–82 | produce flame | 25 gp |
| 83–86 | protection from chaos/evil/good/law | 25 gp |
| 87–88 | remove fear | 25 gp |
| 89–90 | sanctuary | 25 gp |
| 91–92 | shield of faith | 25 gp |
| 93–94 | shillelagh | 25 gp |
| 95–96 | speak with animals | 25 gp |
| 97–98 | summon monster I | 25 gp |
| 99–100 | summon nature’s ally I | 25 gp |
| *2nd-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01 | animal messenger | 150 gp |
| 02 | animal trance | 150 gp |
| 03–04 | augury | 175 gp |
| 05–06 | barkskin | 150 gp |
| 07–09 | bear’s endurance | 150 gp |
| 10–12 | bull’s strength | 150 gp |
| 13–14 | calm emotions | 150 gp |
| 15–17 | cat’s grace | 150 gp |
| 18 | chill metal | 150 gp |
| 19–20 | consecrate | 200 gp |
| 21–24 | cure moderate wounds | 150 gp |
| 25–26 | darkness | 150 gp |
| 27 | death knell | 150 gp |
| 28–30 | delay poison | 150 gp |
| 31–32 | desecrate | 200 gp |
| 33–35 | eagle’s splendor | 150 gp |
| 36–37 | enthrall | 150 gp |
| 38–39 | find traps | 150 gp |
| 40 | fire trap | 175 gp |
| 41–42 | flame blade | 150 gp |
| 43–44 | flaming sphere | 150 gp |
| 45–46 | fog cloud | 150 gp |
| 47 | gentle repose | 150 gp |
| 48 | gust of wind | 150 gp |
| 49 | heat metal | 150 gp |
| 50–51 | hold animal | 150 gp |
| 52–54 | hold person | 150 gp |
| 55–56 | inflict moderate wounds | 150 gp |
| 57–58 | make whole | 150 gp |
| 59–61 | owl’s wisdom | 150 gp |
| 62 | reduce animal | 150 gp |
| 63–64 | remove paralysis | 150 gp |
| 65–67 | resist energy | 150 gp |
| 68–70 | restoration, lesser | 150 gp |
| 71–72 | shatter | 150 gp |
| 73–74 | shield other | 150 gp |
| 75–76 | silence | 150 gp |
| 77 | snare | 150 gp |
| 78 | soften earth and stone | 150 gp |
| 79–80 | sound burst | 150 gp |
| 81 | speak with plants | 150 gp |
| 82–83 | spider climb | 150 gp |
| 84–85 | spiritual weapon | 150 gp |
| 86 | status | 150 gp |
| 87–88 | summon monster II | 150 gp |
| 89–90 | summon nature’s ally II | 150 gp |
| 91–92 | summon swarm | 150 gp |
| 93 | tree shape | 150 gp |
| 94–95 | undetectable alignment | 150 gp |
| 96–97 | warp wood | 150 gp |
| 98 | wood shape | 150 gp |
| 99–100 | zone of truth | 150 gp |
| *3rd-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–02 | animate dead | 625 gp |
| 03–04 | bestow curse | 375 gp |
| 05–06 | blindness/deafness | 375 gp |
| 07–08 | call lightning | 375 gp |
| 09–10 | contagion | 375 gp |
| 11–12 | continual flame | 425 gp |
| 13–14 | create food and water | 375 gp |
| 15–18 | cure serious wounds | 375 gp |
| 19 | darkvision | 375 gp |
| 20–21 | daylight | 375 gp |
| 22–23 | deeper darkness | 375 gp |
| 24–25 | diminish plants | 375 gp |
| 26–27 | dispel magic | 375 gp |
| 28–29 | dominate animal | 375 gp |
| 30–31 | glyph of warding | 575 gp |
| 32 | heal mount | 375 gp |
| 33–34 | helping hand | 375 gp |
| 35–36 | inflict serious wounds | 375 gp |
| 37–38 | invisibility purge | 375 gp |
| 39-40 | locate object | 375 gp |
| 41–46 | magic circle against chaos/evil/good/law | 375 gp |
| 47–48 | magic fang, greater | 375 gp |
| 49–50 | magic vestment | 375 gp |
| 51–52 | meld into stone | 375 gp |
| 53–55 | neutralize poison | 375 gp |
| 56–57 | obscure object | 375 gp |
| 58–59 | plant growth | 375 gp |
| 60–62 | prayer | 375 gp |
| 63–64 | protection from energy | 375 gp |
| 65–66 | quench | 375 gp |
| 67–69 | remove blindness/deafness | 375 gp |
| 70–71 | remove curse | 375 gp |
| 72–73 | remove disease | 375 gp |
| 74–76 | searing light | 375 gp |
| 77–78 | sleet storm | 375 gp |
| 79–80 | snare | 375 gp |
| 81–83 | speak with dead | 375 gp |
| 84–85 | speak with plants | 375 gp |
| 86–87 | spike growth | 375 gp |
| 88–89 | stone shape | 375 gp |
| 90–91 | summon monster III | 375 gp |
| 92–93 | summon nature’s ally III | 375 gp |
| 94–96 | water breathing | 375 gp |
| 97–98 | water walk | 375 gp |
| 99–100 | wind wall | 375 gp |
| *4th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–05 | air walk | 700 gp |
| 06–07 | antiplant shell | 700 gp |
| 08–09 | blight | 700 gp |
| 10–11 | break enchantment | 700 gp |
| 12–13 | command plants | 700 gp |
| 14–15 | control water | 700 gp |
| 16–21 | cure critical wounds | 700 gp |
| 22–26 | death ward | 700 gp |
| 27–31 | dimensional anchor | 700 gp |
| 32–34 | discern lies | 700 gp |
| 35–37 | dismissal | 700 gp |
| 38–39 | divination | 725 gp |
| 40–42 | divine power | 700 gp |
| 43–47 | freedom of movement | 700 gp |
| 48–49 | giant vermin | 700 gp |
| 50–51 | holy sword | 700 gp |
| 52–54 | imbue with spell ability | 700 gp |
| 55–57 | inflict critical wounds | 700 gp |
| 58–60 | magic weapon, greater | 700 gp |
| 61–62 | nondetection | 750 gp |
| 63–64 | planar ally, lesser | 1,200 gp |
| 65–67 | poison | 700 gp |
| 68–69 | reincarnate | 700 gp |
| 70–71 | repel vermin | 700 gp |
| 72–76 | restoration | 800 gp |
| 77–78 | rusting grasp | 700 gp |
| 79–81 | sending | 700 gp |
| 82–85 | spell immunity | 700 gp |
| 86–87 | spike stones | 700 gp |
| 88–90 | summon monster IV | 700 gp |
| 91–93 | summon nature’s ally IV | 700 gp |
| 94–98 | tongues | 700 gp |
| 99–100 | tree stride | 700 gp |
| *5th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–03 | animal growth | 1,125 gp |
| 04–05 | atonement | 3,625 gp |
| 06 | awaken | 2,375 gp |
| 07–09 | baleful polymorph | 1,125 gp |
| 10–13 | break enchantment | 1,125 gp |
| 14–16 | call lightning storm | 1,125 gp |
| 17–20 | command, greater | 1,125 gp |
| 21 | commune | 1,625 gp |
| 22 | commune with nature | 1,125 gp |
| 23–24 | control winds | 1,125 gp |
| 25–30 | cure light wounds, mass | 1,125 gp |
| 31–34 | dispel chaos/evil/good/law | 1,125 gp |
| 35–38 | disrupting weapon | 1,125 gp |
| 39–41 | flame strike | 1,125 gp |
| 42–43 | hallow | 6,125 gp1 |
| 44–46 | ice storm | 1,125 gp |
| 47–49 | inflict light wounds, mass | 1,125 gp |
| 50–52 | insect plague | 1,125 gp |
| 53 | mark of justice | 1,125 gp |
| 54–56 | plane shift | 1,125 gp |
| 57–58 | raise dead | 6,125 gp |
| 59–61 | righteous might | 1,125 gp |
| 62–63 | scrying | 1,125 gp |
| 64–66 | slay living | 1,125 gp |
| 67–69 | spell resistance | 1,125 gp |
| 70–71 | stoneskin | 1,375 gp |
| 72–74 | summon monster V | 1,125 gp |
| 75–77 | summon nature’s ally V | 1,125 gp |
| 78 | symbol of pain | 2,125 gp |
| 79 | symbol of sleep | 2,125 gp |
| 80–82 | transmute mud to rock | 1,125 gp |
| 83–85 | transmute rock to mud | 1,125 gp |
| 86–89 | true seeing | 1,375 gp |
| 90–91 | unhallow | 6,125 gp<sup>1</sup> |
| 92–94 | wall of fire | 1,125 gp |
| 95–97 | wall of stone | 1,125 gp |
| 98–100 | wall of thorns | 1,125 gp |
| 1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area. | ||
| *6th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–03 | animate objects | 1,650 gp |
| 04–06 | antilife shell | 1,650 gp |
| 07–09 | banishment | 1,650 gp |
| 10–13 | bear’s endurance, mass | 1,650 gp |
| 14–16 | blade barrier | 1,650 gp |
| 17–20 | bull’s strength, mass | 1,650 gp |
| 21–24 | cat’s grace, mass | 1,650 gp |
| 25 | create undead | 1,650 gp |
| 26–29 | cure moderate wounds, mass | 1,650 gp |
| 30–33 | dispel magic, greater | 1,650 gp |
| 34–37 | eagle’s splendor, mass | 1,650 gp |
| 38–40 | find the path | 1,650 gp |
| 41–43 | fire seeds | 1,650 gp |
| 44 | forbiddance | 4,650 gp<sup>1</sup> |
| 45 | geas/quest | 1,650 gp |
| 46 | glyph of warding, greater | 1,650 gp |
| 47–49 | harm | 1,650 gp |
| 50–52 | heal | 1,650 gp |
| 53–55 | heroes’ feast | 1,650 gp |
| 56–58 | inflict moderate wounds, mass | 1,650 gp |
| 59–61 | ironwood | 1,650 gp |
| 62 | liveoak | 1,650 gp |
| 63–65 | move earth | 1,650 gp |
| 66–69 | owl’s wisdom, mass | 1,650 gp |
| 70–71 | planar ally | 2,400 gp |
| 72–74 | repel wood | 1,650 gp |
| 75–77 | spellstaff | 1,650 gp |
| 78–80 | stone tell | 1,650 gp |
| 81–83 | summon monster VI | 1,650 gp |
| 84–86 | summon nature’s ally VI | 1,650 gp |
| 87 | symbol of fear | 2,650 gp |
| 88 | symbol of persuasion | 6,650 gp |
| 89–91 | transport via plants | 1,650 gp |
| 92–94 | undeath to death | 2,150 gp |
| 95–97 | wind walk | 1,650 gp |
| 98–100 | word of recall | 1,650 gp |
| 1 Assumes an area equivalent to one 60-foot cube. | ||
| *7th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–05 | animate plants | 2,275 gp |
| 06–09 | blasphemy | 2,275 gp |
| 10–14 | changestaff | 2,275 gp |
| 15–16 | control weather | 2,275 gp |
| 17–21 | creeping doom | 2,275 gp |
| 22–27 | cure serious wounds, mass | 2,275 gp |
| 28–32 | destruction | 2,275 gp |
| 33–36 | dictum | 2,275 gp |
| 37–41 | ethereal jaunt | 2,275 gp |
| 42–45 | holy word | 2,275 gp |
| 46–50 | inflict serious wounds, mass | 2,275 gp |
| 51–55 | refuge | 3,775 gp |
| 56–60 | regenerate | 2,275 gp |
| 61–65 | repulsion | 2,275 gp |
| 66–69 | restoration, greater | 4,775 gp |
| 70–71 | resurrection | 12,275 gp |
| 72–76 | scrying, greater | 2,275 gp |
| 77–81 | summon monster VII | 2,275 gp |
| 82–85 | summon nature’s ally VII | 2,275 gp |
| 86–90 | sunbeam | 2,275 gp |
| 91 | symbol of stunning | 7,275 gp |
| 92 | symbol of weakness | 7,275 gp |
| 93–97 | transmute metal to wood | 2,275 gp |
| 98–100 | word of chaos | 2,275 gp |
| *8th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–04 | animal shapes | 3,000 gp |
| 05–10 | antimagic field | 3,000 gp |
| 11–13 | cloak of chaos | 3,000 gp |
| 14–17 | control plants | 3,000 gp |
| 18–20 | create greater undead | 3,600 gp |
| 21–27 | cure critical wounds, mass | 3,000 gp |
| 28–32 | dimensional lock | 3,000 gp |
| 33–36 | discern location | 3,000 gp |
| 37–41 | earthquake | 3,000 gp |
| 42–45 | finger of death | 3,000 gp |
| 46–49 | fire storm | 3,000 gp |
| 50–52 | holy aura | 3,000 gp |
| 53–56 | inflict critical wounds, mass | 3,000 gp |
| 57–60 | planar ally, greater | 5,500 gp |
| 61–65 | repel metal or stone | 3,000 gp |
| 66–69 | reverse gravity | 3,000 gp |
| 70–72 | shield of law | 3,000 gp |
| 73–76 | spell immunity, greater | 3,000 gp |
| 77–80 | summon monster VIII | 3,000 gp |
| 81–84 | summon nature’s ally VIII | 3,000 gp |
| 85–89 | sunburst | 3,000 gp |
| 90–91 | symbol of death | 8,000 gp |
| 92–93 | symbol of insanity | 8,000 gp |
| 94–96 | unholy aura | 3,000 gp |
| 97–100 | whirlwind | 3,000 gp |
| *9th-Level Divine Spells* | ||
| d% | Spell | Market Price |
| 01–04 | antipathy | 3,825 gp |
| 05–07 | astral projection | 4,870 gp |
| 08–13 | elemental swarm | 3,825 gp |
| 14–19 | energy drain | 3,825 gp |
| 20–25 | etherealness | 3,825 gp |
| 26–31 | foresight | 3,825 gp |
| 32–37 | gate | 8,825 gp |
| 38–46 | heal, mass | 3,825 gp |
| 47–53 | implosion | 3,825 gp |
| 54–55 | miracle | 28,825 gp1 |
| 56–61 | regenerate | 3,825 gp |
| 62–66 | shambler | 3,825 gp |
| 67–72 | shapechange | 3,825 gp |
| 73–77 | soul bind | 3,825 gp |
| 78–83 | storm of vengeance | 3,825 gp |
| 84–89 | summon monster IX | 3,825 gp |
| 90–95 | summon nature’s ally IX | 3,825 gp |
| 96–99 | sympathy | 5,325 gp |
| 100 | true resurrection | 28,825 gp |
| 1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost. |
Staffs
A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates no special qualities.
Table: Staffs
| Medium | Major | Staff | Market Price |
|---|---|---|---|
| 01–15 | 01–03 | Charming | 16,500 gp |
| 16–30 | 04–09 | Fire | 17,750 gp |
| 31–40 | 10–11 | Swarming insects | 24,750 gp |
| 41–60 | 12–17 | Healing | 27,750 gp |
| 61–75 | 18–19 | Size alteration | 29,000 gp |
| 76–90 | 20–24 | Illumination | 48,250 gp |
| 91–95 | 25–31 | Frost | 56,250 gp |
| 96–100 | 32–38 | Defense | 58,250 gp |
| — | 39–43 | Abjuration | 65,000 gp |
| — | 44–48 | Conjuration | 65,000 gp |
| — | 49–53 | Enchantment | 65,000 gp |
| — | 54–58 | Evocation | 65,000 gp |
| — | 59–63 | Illusion | 65,000 gp |
| — | 64–68 | Necromancy | 65,000 gp |
| — | 69–73 | Transmutation | 65,000 gp |
| — | 74–77 | Divination | 73,500 gp |
| — | 78–82 | Earth and stone | 80,500 gp |
| — | 83–87 | Woodlands | 101,250 gp |
| — | 88–92 | Life | 155,750 gp |
| — | 93–97 | Passage | 170,500 gp |
| — | 98–100 | Power | 211,000 gp |
Staff Descriptions
Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.
Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.
Wands
A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.
Table: Wands
| Minor | Medium | Major | Wand | Market Price |
|---|---|---|---|---|
| 01–02 | — | — | Detect magic | 375 gp |
| 03–04 | — | — | Light | 375 gp |
| 05–07 | — | — | Burning hands | 750 gp |
| 08–10 | — | — | Charm animal | 750 gp |
| 11–13 | — | — | Charm person | 750 gp |
| 14–16 | — | — | Color spray | 750 gp |
| 17–19 | — | — | Cure light wounds | 750 gp |
| 20-22 | — | — | Detect secret doors | 750 gp |
| 23–25 | — | — | Enlarge person | 750 gp |
| 26–28 | — | — | Magic missile (1st) | 750 gp |
| 29–31 | — | — | Shocking grasp | 750 gp |
| 32–34 | — | — | Summon monster I | 750 gp |
| 35–36 | — | — | Magic missile (3rd) | 2,250 gp |
| 37 | 01–03 | — | Magic missile (5th) | 3,750 gp |
| 38–40 | 04–07 | — | Bear’s endurance | 4,500 gp |
| 41–43 | 08–11 | — | Bull’s strength | 4,500 gp |
| 44–46 | 12–15 | — | Cat’s grace | 4,500 gp |
| 47–49 | 16–20 | — | Cure moderate wounds | 4,500 gp |
| 50–51 | 21–22 | — | Darkness | 4,500 gp |
| 52–54 | 23–24 | — | Daylight | 4,500 gp |
| 55–57 | 25–27 | — | Delay poison | 4,500 gp |
| 58–60 | 28–31 | — | Eagle’s splendor | 4,500 gp |
| 61–63 | 32–33 | — | False life | 4,500 gp |
| 64–66 | 34–37 | — | Fox’s cunning | 4,500 gp |
| 67–68 | 38 | — | Ghoul touch | 4,500 gp |
| 69–71 | 39 | — | Hold person | 4,500 gp |
| 72–74 | 40–42 | — | Invisibility | 4,500 gp |
| 75–77 | 43–44 | — | Knock | 4,500 gp |
| 78–80 | 45 | — | Levitate | 4,500 gp |
| 81–83 | 46–47 | — | Acid arrow | 4,500 gp |
| 84–86 | 48–49 | — | Mirror image | 4,500 gp |
| 87–89 | 50–53 | — | Owl’s wisdom | 4,500 gp |
| 90–91 | 54 | — | Shatter | 4,500 gp |
| 92–94 | 55–56 | — | Silence | 4,500 gp |
| 95–97 | 57 | — | Summon monster II | 4,500 gp |
| 98–100 | 58–59 | — | Web | 4,500 gp |
| — | 60–62 | 01–02 | Magic missile (7th) | 5,250 gp |
| — | 63–64 | 03–05 | Magic missile (9th) | 6,750 gp |
| — | 65–67 | 06–07 | Call lightning (5th) | 11,250 gp |
| — | 68 | 08 | Charm person, heightened (3rd-level spell) | 11,250 gp |
| — | 69–70 | 09–10 | Contagion | 11,250 gp |
| — | 71–74 | 11–13 | Cure serious wounds | 11,250 gp |
| — | 75–77 | 14–15 | Dispel magic | 11,250 gp |
| — | 78–81 | 16–17 | Fireball (5th) | 11,250 gp |
| — | 82–83 | 18–19 | Keen edge | 11,250 gp |
| — | 84–87 | 20–21 | Lightning bolt (5th) | 11,250 gp |
| — | 88–89 | 22–23 | Major image | 11,250 gp |
| — | 90–91 | 24–25 | Slow | 11,250 gp |
| — | 92–94 | 26–27 | Suggestion | 11,250 gp |
| — | 95–97 | 28–29 | Summon monster III | 11,250 gp |
| — | 98 | 30–31 | Fireball (6th) | 13,500 gp |
| — | 99 | 32–33 | Lightning bolt (6th) | 13,500 gp |
| — | 100 | 34–35 | Searing light (6th) | 13,500 gp |
| — | — | 36–37 | Call lightning (8th) | 18,000 gp |
| — | — | 38–39 | Fireball (8th) | 18,000 gp |
| — | — | 40–41 | Lightning bolt (8th) | 18,000 gp |
| — | — | 42–45 | Charm monster | 21,000 gp |
| — | — | 46–50 | Cure critical wounds | 21,000 gp |
| — | — | 51–52 | Dimensional anchor | 21,000 gp |
| — | — | 53–55 | Fear | 21,000 gp |
| — | — | 56–59 | Greater invisibility | 21,000 gp |
| — | — | 60 | Hold person, heightened (4th level) | 21,000 gp |
| — | — | 61–65 | Ice storm | 21,000 gp |
| — | — | 66–68 | Inflict critical wounds | 21,000 gp |
| — | — | 69–72 | Neutralize poison | 21,000 gp |
| — | — | 73–74 | Poison | 21,000 gp |
| — | — | 75–77 | Polymorph | 21,000 gp |
| — | — | 78 | Ray of enfeeblement, heightened (4th level) | 21,000 gp |
| — | — | 79 | Suggestion, heightened (4th level) | 21,000 gp |
| — | — | 80–82 | Summon monster IV | 21,000 gp |
| — | — | 83–86 | Wall of fire | 21,000 gp |
| — | — | 87–90 | Wall of ice | 21,000 gp |
| — | — | 91 | Dispel magic (10th) | 22,500 gp |
| — | — | 92 | Fireball (10th) | 22,500 gp |
| — | — | 93 | Lightning bolt (10th) | 22,500 gp |
| — | — | 94 | Chaos hammer (8th) | 24,000 gp |
| — | — | 95 | Holy smite (8th) | 24,000 gp |
| — | — | 96 | Order’s wrath (8th) | 24,000 gp |
| — | — | 97 | Unholy blight (8th) | 24,000 gp |
| — | — | 98–99 | Restoration<sup>1</sup> | 26,000 gp |
| — | — | 100 | Stoneskin<sup>2</sup> | 33,500 gp |
| 1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components. | ||||
| 2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components. |
Wand Descriptions
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.
Magic Items V (Wondrous Items)
Wondrous Items
This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually use activated or command word, but details vary from item to item.
Special Qualities: Roll d%. An 01 result indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Wondrous items with charges can never be intelligent.
Table: Minor Wondrous Items
| d% | Item | Market Price |
|---|---|---|
| 01 | Feather token, anchor | 50 gp |
| 02 | Universal solvent | 50 gp |
| 03 | Elixir of love | 150 gp |
| 04 | Unguent of timelessness | 150 gp |
| 05 | Feather token, fan | 200 gp |
| 06 | Dust of tracelessness | 250 gp |
| 07 | Elixir of hiding | 250 gp |
| 08 | Elixir of sneaking | 250 gp |
| 09 | Elixir of swimming | 250 gp |
| 10 | Elixir of vision | 250 gp |
| 11 | Silversheen | 250 gp |
| 12 | Feather token, bird | 300 gp |
| 13 | Feather token, tree | 400 gp |
| 14 | Feather token, swan boat | 450 gp |
| 15 | Elixir of truth | 500 gp |
| 16 | Feather token, whip | 500 gp |
| 17 | Dust of dryness | 850 gp |
| 18 | Bag of tricks, gray | 900 gp |
| 19 | Hand of the mage | 900 gp |
| 20 | Bracers of armor +1 | 1,000 gp |
| 21 | Cloak of resistance +1 | 1,000 gp |
| 22 | Pearl of power, 1st-level spell | 1,000 gp |
| 23 | Phylactery of faithfulness | 1,000 gp |
| 24 | Salve of slipperiness | 1,000 gp |
| 25 | Elixir of fire breath | 1,100 gp |
| 26 | Pipes of the sewers | 1,150 gp |
| 27 | Dust of illusion | 1,200 gp |
| 28 | Goggles of minute seeing | 1,250 gp |
| 29 | Brooch of shielding | 1,500 gp |
| 30 | Necklace of fireballs type I | 1,650 gp |
| 31 | Dust of appearance | 1,800 gp |
| 32 | Hat of disguise | 1,800 gp |
| 33 | Pipes of sounding | 1,800 gp |
| 34 | Efficient quiver | 1,800 gp |
| 35 | Amulet of natural armor +1 | 2,000 gp |
| 36 | Handy haversack | 2,000 gp |
| 37 | Horn of fog | 2,000 gp |
| 38 | Elemental gem | 2,250 gp |
| 39 | Robe of bones | 2,400 gp |
| 40 | Sovereign glue | 2,400 gp |
| 41 | Bag of holding type I | 2,500 gp |
| 42 | Boots of elvenkind | 2,500 gp |
| 43 | Boots of the winterlands | 2,500 gp |
| 44 | Candle of truth | 2,500 gp |
| 45 | Cloak of elvenkind | 2,500 gp |
| 46 | Eyes of the eagle | 2,500 gp |
| 47 | Scarab, golembane | 2,500 gp |
| 48 | Necklace of fireballs type II | 2,700 gp |
| 49 | Stone of alarm | 2,700 gp |
| 50 | Bag of tricks, rust | 3,000 gp |
| 51 | Bead of force | 3,000 gp |
| 52 | Chime of opening | 3,000 gp |
| 53 | Horseshoes of speed | 3,000 gp |
| 54 | Rope of climbing | 3,000 gp |
| 55 | Dust of disappearance | 3,500 gp |
| 56 | Lens of detection | 3,500 gp |
| 57 | Vestment, druid’s | 3,750 gp |
| 58 | Figurine of wondrous power, silver raven | 3,800 gp |
| 59 | Amulet of health +2 | 4,000 gp |
| 60 | Bracers of armor +2 | 4,000 gp |
| 61 | Cloak of Charisma +2 | 4,000 gp |
| 62 | Cloak of resistance +2 | 4,000 gp |
| 63 | Gauntlets of ogre power | 4,000 gp |
| 64 | Gloves of arrow snaring | 4,000 gp |
| 65 | Gloves of Dexterity +2 | 4,000 gp |
| 66 | Headband of intellect +2 | 4,000 gp |
| 67 | Ioun stone, clear spindle | 4,000 gp |
| 68 | Restorative ointment | 4,000 gp |
| 69 | Marvelous pigments | 4,000 gp |
| 70 | Pearl of power, 2nd-level spell | 4,000 gp |
| 71 | Periapt of Wisdom +2 | 4,000 gp |
| 72 | Stone salve | 4,000 gp |
| 73 | Necklace of fireballs type III | 4,350 gp |
| 74 | Circlet of persuasion | 4,500 gp |
| 75 | Slippers of spider climbing | 4,800 gp |
| 76 | Incense of meditation | 4,900 gp |
| 77 | Bag of holding type II | 5,000 gp |
| 78 | Bracers of archery, lesser | 5,000 gp |
| 79 | Ioun stone, dusty rose prism | 5,000 gp |
| 80 | Helm of comprehend languages and read magic | 5,200 gp |
| 81 | Vest of escape | 5,200 gp |
| 82 | Eversmoking bottle | 5,400 gp |
| 83 | Sustaining spoon | 5,400 gp |
| 84 | Necklace of fireballs type IV | 5,400 gp |
| 85 | Boots of striding and springing | 5,500 gp |
| 86 | Wind fan | 5,500 gp |
| 87 | Amulet of mighty fists +1 | 6,000 gp |
| 88 | Horseshoes of a zephyr | 6,000 gp |
| 89 | Pipes of haunting | 6,000 gp |
| 90 | Necklace of fireballs type V | 6,150 gp |
| 91 | Gloves of swimming and climbing | 6,250 gp |
| 92 | Bag of tricks, tan | 6,300 gp |
| 93 | Circlet of blasting, minor | 6,480 gp |
| 94 | Horn of goodness/evil | 6,500 gp |
| 95 | Robe of useful items | 7,000 gp |
| 96 | Boat, folding | 7,200 gp |
| 97 | Cloak of the manta ray | 7,200 gp |
| 98 | Bottle of air | 7,250 gp |
| 99 | Bag of holding type III | 7,400 gp |
| 100 | Periapt of health | 7,400 gp |
Table: Medium Wondrous Items
| d% | Item | Market Price |
|---|---|---|
| 01 | Boots of levitation | 7,500 gp |
| 02 | Harp of charming | 7,500 gp |
| 03 | Amulet of natural armor +2 | 8,000 gp |
| 04 | Golem manual, flesh | 8,000 gp |
| 05 | Hand of glory | 8,000 gp |
| 06 | Ioun stone, deep red sphere | 8,000 gp |
| 07 | Ioun stone, incandescent blue sphere | 8,000 gp |
| 08 | Ioun stone, pale blue rhomboid | 8,000 gp |
| 09 | Ioun stone, pink and green sphere | 8,000 gp |
| 10 | Ioun stone, pink rhomboid | 8,000 gp |
| 11 | Ioun stone, scarlet and blue sphere | 8,000 gp |
| 12 | Deck of illusions | 8,100 gp |
| 13 | Necklace of fireballs type VI | 8,100 gp |
| 14 | Candle of invocation | 8,400 gp |
| 15 | Bracers of armor +3 | 9,000 gp |
| 16 | Cloak of resistance +3 | 9,000 gp |
| 17 | Decanter of endless water | 9,000 gp |
| 18 | Necklace of adaptation | 9,000 gp |
| 19 | Pearl of power, 3rd-level spell | 9,000 gp |
| 20 | Talisman of the sphere | 9,000 gp |
| 21 | Figurine of wondrous power, serpentine owl | 9,100 gp |
| 22 | Necklace of fireballs type VII | 9,150 gp |
| 23 | Strand of prayer beads, lesser | 9,600 gp |
| 24 | Bag of holding type IV | 10,000 gp |
| 25 | Figurine of wondrous power, bronze griffon | 10,000 gp |
| 26 | Figurine of wondrous power, ebony fly | 10,000 gp |
| 27 | Glove of storing | 10,000 gp |
| 28 | Ioun stone, dark blue rhomboid | 10,000 gp |
| 29 | Stone horse, courser | 10,000 gp |
| 30 | Cape of the mountebank | 10,080 gp |
| 31 | Phylactery of undead turning | 11,000 gp |
| 32 | Gauntlet of rust | 11,500 gp |
| 33 | Boots of speed | 12,000 gp |
| 34 | Goggles of night | 12,000 gp |
| 35 | Golem manual, clay | 12,000 gp |
| 36 | Medallion of thoughts | 12,000 gp |
| 37 | Pipes of pain | 12,000 gp |
| 38 | Blessed book | 12,500 gp |
| 39 | Belt, monk’s | 13,000 gp |
| 40 | Gem of brightness | 13,000 gp |
| 41 | Lyre of building | 13,000 gp |
| 42 | Cloak of arachnida | 14,000 gp |
| 43 | Stone horse, destrier | 14,800 gp |
| 44 | Belt of dwarvenkind | 14,900 gp |
| 45 | Periapt of wound closure | 15,000 gp |
| 46 | Horn of the tritons | 15,100 gp |
| 47 | Pearl of the sirines | 15,300 gp |
| 48 | Figurine of wondrous power, onyx dog | 15,500 gp |
| 49 | Amulet of health +4 | 16,000 gp |
| 50 | Belt of giant Strength +4 | 16,000 gp |
| 51 | Boots, winged | 16,000 gp |
| 52 | Bracers of armor +4 | 16,000 gp |
| 53 | Cloak of Charisma +4 | 16,000 gp |
| 54 | Cloak of resistance +4 | 16,000 gp |
| 55 | Gloves of Dexterity +4 | 16,000 gp |
| 56 | Headband of intellect +4 | 16,000 gp |
| 57 | Pearl of power, 4th-level spell | 16,000 gp |
| 58 | Periapt of Wisdom +4 | 16,000 gp |
| 59 | Scabbard of keen edges | 16,000 gp |
| 60 | Figurine of wondrous power, golden lions | 16,500 gp |
| 61 | Chime of interruption | 16,800 gp |
| 62 | Broom of flying | 17,000 gp |
| 63 | Figurine of wondrous power, marble elephant | 17,000 gp |
| 64 | Amulet of natural armor +3 | 18,000 gp |
| 65 | Ioun stone, iridescent spindle | 18,000 gp |
| 66 | Bracelet of friends | 19,000 gp |
| 67 | Carpet of flying, 5 ft. by 5 ft. | 20,000 gp |
| 68 | Horn of blasting | 20,000 gp |
| 69 | Ioun stone, pale lavender ellipsoid | 20,000 gp |
| 70 | Ioun stone, pearly white spindle | 20,000 gp |
| 71 | Portable hole | 20,000 gp |
| 72 | Stone of good luck (luckstone) | 20,000 gp |
| 73 | Figurine of wondrous power, ivory goats | 21,000 gp |
| 74 | Rope of entanglement | 21,000 gp |
| 75 | Golem manual, stone | 22,000 gp |
| 76 | Mask of the skull | 22,000 gp |
| 77 | Mattock of the titans | 23,348 gp |
| 78 | Circlet of blasting, major | 23,760 gp |
| 79 | Amulet of mighty fists +2 | 24,000 gp |
| 80 | Cloak of displacement, minor | 24,000 gp |
| 81 | Helm of underwater action | 24,000 gp |
| 82 | Bracers of archery, greater | 25,000 gp |
| 83 | Bracers of armor +5 | 25,000 gp |
| 84 | Cloak of resistance +5 | 25,000 gp |
| 85 | Eyes of doom | 25,000 gp |
| 86 | Pearl of power, 5th-level spell | 25,000 gp |
| 87 | Maul of the titans | 25,305 gp |
| 88 | Strand of prayer beads | 25,800 gp |
| 89 | Cloak of the bat | 26,000 gp |
| 90 | Iron bands of binding | 26,000 gp |
| 91 | Cube of frost resistance | 27,000 gp |
| 92 | Helm of telepathy | 27,000 gp |
| 93 | Periapt of proof against poison | 27,000 gp |
| 94 | Robe of scintillating colors | 27,000 gp |
| 95 | Manual of bodily health +1 | 27,500 gp |
| 96 | Manual of gainful exercise +1 | 27,500 gp |
| 97 | Manual of quickness in action +1 | 27,500 gp |
| 98 | Tome of clear thought +1 | 27,500 gp |
| 99 | Tome of leadership and influence +1 | 27,500 gp |
| 100 | Tome of understanding +1 | 27,500 gp |
Table: Major Wondrous Items
| d% | Item | Market Price |
|---|---|---|
| 01 | Dimensional shackles | 28,000 gp |
| 02 | Figurine of wondrous power, obsidian steed | 28,500 gp |
| 03 | Drums of panic | 30,000 gp |
| 04 | Ioun stone, orange | 30,000 gp |
| 05 | Ioun stone, pale green prism | 30,000 gp |
| 06 | Lantern of revealing | 30,000 gp |
| 07 | Robe of blending | 30,000 gp |
| 08 | Amulet of natural armor +4 | 32,000 gp |
| 09 | Amulet of proof against detection and location | 35,000 gp |
| 10 | Carpet of flying, 5 ft. by 10 ft. | 35,000 gp |
| 11 | Golem manual, iron | 35,000 gp |
| 12 | Amulet of health +6 | 36,000 gp |
| 13 | Belt of giant Strength +6 | 36,000 gp |
| 14 | Bracers of armor +6 | 36,000 gp |
| 15 | Cloak of Charisma +6 | 36,000 gp |
| 16 | Gloves of Dexterity +6 | 36,000 gp |
| 17 | Headband of intellect +6 | 36,000 gp |
| 18 | Ioun stone, vibrant purple prism | 36,000 gp |
| 19 | Pearl of power, 6th-level spell | 36,000 gp |
| 20 | Periapt of Wisdom +6 | 36,000 gp |
| 21 | Scarab of protection | 38,000 gp |
| 22 | Ioun stone, lavender and green ellipsoid | 40,000 gp |
| 23 | Ring gates | 40,000 gp |
| 24 | Crystal ball | 42,000 gp |
| 25 | Golem manual, greater stone | 44,000 gp |
| 26 | Orb of storms | 48,000 gp |
| 27 | Boots of teleportation | 49,000 gp |
| 28 | Bracers of armor +7 | 49,000 gp |
| 29 | Pearl of power, 7th-level spell | 49,000 gp |
| 30 | Amulet of natural armor +5 | 50,000 gp |
| 31 | Cloak of displacement, major | 50,000 gp |
| 32 | Crystal ball with see invisibility | 50,000 gp |
| 33 | Horn of Valhalla | 50,000 gp |
| 34 | Crystal ball with detect thoughts | 51,000 gp |
| 35 | Carpet of flying, 6 ft. by 9 ft. | 53,000 gp |
| 36 | Amulet of mighty fists +3 | 54,000 gp |
| 37 | Wings of flying | 54,000 gp |
| 38 | Cloak of etherealness | 55,000 gp |
| 39 | Instant fortress | 55,000 gp |
| 40 | Manual of bodily health +2 | 55,000 gp |
| 41 | Manual of gainful exercise +2 | 55,000 gp |
| 42 | Manual of quickness in action +2 | 55,000 gp |
| 43 | Tome of clear thought +2 | 55,000 gp |
| 44 | Tome of leadership and influence +2 | 55,000 gp |
| 45 | Tome of understanding +2 | 55,000 gp |
| 46 | Eyes of charming | 56,000 gp |
| 47 | Robe of stars | 58,000 gp |
| 48 | Carpet of flying, 10 ft. by 10 ft. | 60,000 gp |
| 49 | Darkskull | 60,000 gp |
| 50 | Cube of force | 62,000 gp |
| 51 | Bracers of armor +8 | 64,000 gp |
| 52 | Pearl of power, 8th-level spell | 64,000 gp |
| 53 | Crystal ball with telepathy | 70,000 gp |
| 54 | Horn of blasting, greater | 70,000 gp |
| 55 | Pearl of power, two spells | 70,000 gp |
| 56 | Helm of teleportation | 73,500 gp |
| 57 | Gem of seeing | 75,000 gp |
| 58 | Robe of the archmagi | 75,000 gp |
| 59 | Mantle of faith | 76,000 gp |
| 60 | Crystal ball with true seeing | 80,000 gp |
| 61 | Pearl of power, 9th-level spell | 81,000 gp |
| 62 | Well of many worlds | 82,000 gp |
| 63 | Manual of bodily health +3 | 82,500 gp |
| 64 | Manual of gainful exercise +3 | 82,500 gp |
| 65 | Manual of quickness in action +3 | 82,500 gp |
| 66 | Tome of clear thought +3 | 82,500 gp |
| 67 | Tome of leadership and influence +3 | 82,500 gp |
| 68 | Tome of understanding +3 | 82,500 gp |
| 69 | Apparatus of the crab | 90,000 gp |
| 70 | Mantle of spell resistance | 90,000 gp |
| 71 | Mirror of opposition | 92,000 gp |
| 72 | Strand of prayer beads, greater | 95,800 gp |
| 73 | Amulet of mighty fists +4 | 96,000 gp |
| 74 | Eyes of petrification | 98,000 gp |
| 75 | Bowl of commanding water elementals | 100,000 gp |
| 76 | Brazier of commanding fire elementals | 100,000 gp |
| 77 | Censer of controlling air elementals | 100,000 gp |
| 78 | Stone of controlling earth elementals | 100,000 gp |
| 79 | Manual of bodily health +4 | 110,000 gp |
| 80 | Manual of gainful exercise +4 | 110,000 gp |
| 81 | Manual of quickness in action +4 | 110,000 gp |
| 82 | Tome of clear thought +4 | 110,000 gp |
| 83 | Tome of leadership and influence +4 | 110,000 gp |
| 84 | Tome of understanding +4 | 110,000 gp |
| 85 | Amulet of the planes | 120,000 gp |
| 86 | Robe of eyes | 120,000 gp |
| 87 | Helm of brilliance | 125,000 gp |
| 88 | Manual of bodily health +5 | 137,500 gp |
| 89 | Manual of gainful exercise +5 | 137,500 gp |
| 90 | Manual of quickness in action +5 | 137,500 gp |
| 91 | Tome of clear thought +5 | 137,500 gp |
| 92 | Tome of leadership and influence +5 | 137,500 gp |
| 93 | Tome of understanding +5 | 137,500 gp |
| 94 | Efreeti bottle | 145,000 gp |
| 95 | Amulet of mighty fists +5 | 150,000 gp |
| 96 | Chaos diamond | 160,000 gp |
| 97 | Cubic gate | 164,000 gp |
| 98 | Iron flask | 170,000 gp |
| 99 | Mirror of mental prowess | 175,000 gp |
| 100 | Mirror of life trapping | 200,000 gp |
Wondrous Item Descriptions
Standard wondrous items are described below.
Intelligent Items
Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.
Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.
Intelligent Item Alignment
Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has.
Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.
Intelligent Item Alignment
| d% | Alignment of Item |
|---|---|
| 01–05 | Chaotic good |
| 06–15 | Chaotic neutral\* |
| 16–20 | Chaotic evil |
| 21–25 | Neutral evil\* |
| 26–30 | Lawful evil |
| 31–55 | Lawful good |
| 56–60 | Lawful neutral\* |
| 61–80 | Neutral good\* |
| 81–100 | Neutral |
| \* The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment. |
Languages Spoken by Item
Like a character, an intelligent item speaks Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes.
Table: Item Intelligence, Wisdom, Charisma, and Capabilities
| d% | Mental Ability Scores | Communication | Capabilities | Senses | Base Price Modifier |
|---|---|---|---|---|---|
| 01–34 | Two at 12,<br>one at 10 | Empathy<sup>1</sup> | One lesser power | 30 ft. vision and hearing | +1,000 gp |
| 35–59 | Two at 13,<br>one at 10 | Empathy<sup>1</sup> | Two lesser powers | 60 ft. vision and hearing | +2,000 gp |
| 60–79 | Two at 14,<br>one at 10 | Speech<sup>2</sup> | Two lesser powers | 120 ft. vision and hearing | +4,000 gp |
| 80–91 | Two at 15,<br>one at 10 | Speech<sup>2</sup> | Three lesser powers | 60 ft. darkvision<br>and hearing | +5,000 gp |
| 92–97 | Two at 16,<br>one at 10 | Speech<sup>2 3</sup> | Three lesser powers | 60 ft. darkvision<br>and hearing | +6,000 gp |
| 98 | Two at 17,<br>one at 10 | Speech, telepathy <sup>3 4</sup> | Three lesser powers<br>and one greater power<sup>6</sup> | 120 ft. darkvision<br>and hearing | +9,000 gp |
| 99 | Two at 18,<br>one at 10 | Speech, telepathy <sup>4 5</sup> | Three lesser powers<br>and two greater powers<sup>6</sup> | 120 ft. darkvision, blindsense, and hearing | +12,000 gp |
| 100 | Two at 19,<br>one at 10 | Speech, telepathy <sup>4 5</sup> | Four lesser powers<br>and three greater powers<sup>6</sup> | 120 ft. darkvision, blindsense, and hearing | +15,000 gp |
| 1 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action. | |||||
| 2 Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder. | |||||
| 3 The item can also read any languages it can speak. | |||||
| 4 The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder. | |||||
| 5 The item can read all languages as well as use read magic. | |||||
| 6 The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate. |
Intelligent Item Powers
The table above determines how many lesser and greater powers an intelligent item has. To find the item’s specific powers, choose or roll on the appropriate tables below.
Intelligent Item Lesser Powers
| d% | Lesser Power | Base Price<br>Modifier |
|---|---|---|
| 01–05 | Item can bless its allies 3/day | +1,000 gp |
| 06–10 | Item can use faerie fire 3/day | +1,100 gp |
| 11–13 | Item can cast minor image 1/day | +2,200 gp |
| 14–20 | Item has deathwatch continually active | +2,700 gp |
| 21–25 | Item can use detect magic at will | +3,600 gp |
| 26–31 | Item has 10 ranks in Intimidate | +5,000 gp |
| 32–33 | Item has 10 ranks in Decipher Script | +5,000 gp |
| 34–36 | Item has 10 ranks in Knowledge (choose category) | +5,000 gp |
| 37–40 | Item has 10 ranks in Search | +5,000 gp |
| 41–45 | Item has 10 ranks in Spot | +5,000 gp |
| 46–50 | Item has 10 ranks in Listen | +5,000 gp |
| 51–54 | Item has 10 ranks in Spellcraft | +5,000 gp |
| 55–60 | Item has 10 ranks in Sense Motive | +5,000 gp |
| 61–66 | Item has 10 ranks in Bluff | +5,000 gp |
| 67–72 | Item has 10 ranks in Diplomacy | +5,000 gp |
| 73–77 | Item can cast major image 1/day | +5,400 gp |
| 78–80 | Item can cast darkness 3/day | +6,500 gp |
| 81–83 | Item can use hold person on an enemy 3/day | +6,500 gp |
| 84–86 | Item can activate zone of truth 3/day | +6,500 gp |
| 87–89 | Item can use daze monster 3/day | +6,500 gp |
| 90–95 | Item can use locate object 3/day | +6,500 gp |
| 96–100 | Item can use cure moderate wounds (2d8+3) on wielder 3/day | *+*6,500 gp |
All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.
Intelligent Item Greater Powers
| d% | Greater Power | Base Price<br>Modifier |
|---|---|---|
| 01–06 | Item can detect opposing alignment at will | +7,200 gp |
| 07–10 | Item can detect undead at will | +7,200 gp |
| 11–13 | Item can cause fear in an enemy at will | +7,200 gp |
| 14–18 | Item can use dimensional anchor on a foe 1/day | +10,000 gp |
| 19–23 | Item can use dismissal on a foe 1/day | +10,000 gp |
| 24–28 | Item can use lesser globe of invulnerability 1/day | *+*10,000 gp |
| 29–33 | Item can use arcane eye 1/day | +10,000 gp |
| 34–37 | Item has continuous detect scrying effect | +10,000 gp |
| 38–41 | Item creates wall of fire in a ring with the wielder at the center 1/day | +10,000 gp |
| 42–45 | Item can use quench on fires 3/day | +16,000 gp |
| 46–50 | Item has status effect, usable at will | +11,000 gp |
| 51–54 | Item can use gust of wind 3/day | +11,000 gp |
| 55–59 | Item can use clairvoyance 3/day | +16,000 gp |
| 60–64 | Item can create magic circle against opposing alignment at will | +16,000 gp |
| 65–68 | Item can use haste on its owner 3/day | +16,000 gp |
| 69–73 | Item can create daylight 3/day | +16,000 gp |
| 74–76 | Item can create deeper darkness 3/day | +16,000 gp |
| 77–80 | Item can use invisibility purge (30 ft. range) 3/day | +16,000 gp |
| 81–85 | Item can use slow on its enemies 3/day | +16,000 gp |
| 86–91 | Item can locate creature 3/day | +30,000 gp |
| 91–97 | Item can use fear against foes 3/day | +30,000 gp |
| 98–100 | Item can use detect thoughts at will | +44,000 gp |
| If the same power is rolled twice, roll again. |
Special Purpose Items
Intelligent Item Purpose
| d% | Purpose |
|---|---|
| 01–20 | Defeat/slay diametrically opposed alignment\* |
| 21–30 | Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) |
| 31–40 | Defeat/slay divine spellcasters (including divine entities and servitors) |
| 41–50 | Defeat/slay nonspellcasters |
| 51–55 | Defeat/slay a particular creature type (see the bane special ability for choices) |
| 56–60 | Defeat/slay a particular race or kind of creature |
| 61–70 | Defend a particular race or kind of creature |
| 71–80 | Defeat/slay the servants of a specific deity |
| 81–90 | Defend the servants and interests of a specific deity |
| 91–95 | Defeat/slay all (other than the item and the wielder) |
| 96–100 | Choose one |
| \* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE). |
Purpose
An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.
Dedicated Power
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, below).
Special Purpose Item Dedicated Powers
| d% | Dedicated Power | Base Price Modifier |
|---|---|---|
| 01–06 | Item can use ice storm | +50,000 gp |
| 07–12 | Item can use confusion | +50,000 gp |
| 13–17 | Item can use phantasmal killer | +50,000 gp |
| 18–24 | Item can use crushing despair | *+*50,000 gp |
| 25–31 | Item can use dimension door on itself and wielder | +50,000 gp |
| 32–36 | Item can use contagion (heightened to 4th level) as touch attack | +56,000 gp |
| 37–43 | Item can use poison (heightened to 4th level) as touch attack | +56,000 gp |
| 44–50 | Item can use rusting grasp as touch attack | +56,000 gp |
| 51–56 | Item can cast 10d6 lightning bolt | *+*60,000 gp |
| 57–62 | Item can cast 10d6 fireball | *+*60,000 gp |
| 63–68 | Wielder gets +2 luck bonus on attacks, saves, and checks | +80,000 gp |
| 69–74 | Item can use mass inflict light wounds | *+*81,000 gp |
| 75–81 | Item can use song of discord | *+*81,000 gp |
| 82–87 | Item can use prying eyes | *+*81,000 gp |
| 88–92 | Item can cast 15d6 greater shout 3/day | +130,000 gp |
| 93–98 | Item can use waves of exhaustion | *+*164,000 gp |
| 99–100 | Item can use true resurrection on wielder, once per month | +200,000 gp |
Item Ego
Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.
Item Ego
| Attribute of Item | Ego Points |
|---|---|
| Each +1 of item’s enhancement bonus | 1 |
| Each +1 of bonus for special abilities | 1 |
| Each lesser power | 1 |
| Each greater power | 2 |
| Special purpose (and dedicated power) | 4 |
| Telepathic ability | 1 |
| Read languages ability | 1 |
| Read magic ability | 1 |
| Each +1 of Intelligence bonus | 1 |
| Each +1 of Wisdom bonus | 1 |
| Each +1 of Charisma bonus | 1 |
Items Against Characters
When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following.
- Removal of associates or items whose alignment or personality is distasteful to the item.
- The character divesting herself of all other magic items or items of a certain type.
- Obedience from the character so the item can direct where they go for its own purposes.
- Immediate seeking out and slaying of creatures hateful to the item.
- Magical protections and devices to protect the item from molestation when it is not in use.
- That the character carry the item with her on all occasions.
- That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher measures, such as the following acts:
- Force its possessor into combat.
- Refuse to strike opponents.
- Strike at its wielder or her associates.
- Force its possessor to surrender to an opponent.
- Cause itself to drop from the character’s grasp.
Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.
Cursed Items
Cursed items are magic items with some sort of potentially negative impact. Sometimes they’re directly bad for the user; sometimes they’re just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.
Cursed Item Common Curses
| d% | Curse |
|---|---|
| 01–15 | Delusion |
| 16–35 | Opposite effect or target |
| 36–45 | Intermittent functioning |
| 46–60 | Requirement |
| 61–75 | Drawback |
| 76–90 | Completely different effect |
| 91–100 | Substitute specific cursed item |
Delusion: The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse spell.
Opposite Effect or Target: These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind here is that these items aren’t always bad to have. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn’t necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn’t immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless some sort of compulsion is placed upon it that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.
Intermittent Functioning: The three varieties of intermittent functioning items all function perfectly as described—at least some of the time. The three varieties are unreliable, dependent, and uncontrolled items.
Unreliable: Each time the item is activated, there is a 5% chance (01–05 on d%) that it does not function.
Dependent: The item only functions in certain situations. To determine what the situation is, either select a situation or roll on the following table.
| d% | Situation |
|---|---|
| 01–03 | Temperature below freezing |
| 04–05 | Temperature above freezing |
| 06–10 | During the day |
| 11–15 | During the night |
| 16–20 | In direct sunlight |
| 21–25 | Out of direct sunlight |
| 26–34 | Underwater |
| 35–37 | Out of water |
| 38–45 | Underground |
| 46–55 | Aboveground |
| 56–60 | Within 10 feet of a random creature type |
| 61–64 | Within 10 feet of a random race or kind of creature |
| 65–72 | Within 10 feet of an arcane spellcaster |
| 73–80 | Within 10 feet of a divine spellcaster |
| 81–85 | In the hands of a nonspellcaster |
| 86–90 | In the hands of a spellcaster |
| 91–95 | In the hands of a creature of a particular alignment |
| 96 | In the hands of a creature of particular gender |
| 97–99 | On nonholy days or during particular astrological events |
| 100 | More than 100 miles from a particular site |
Uncontrolled: An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01–05 the item activates at some random point during that day.
Requirement: In a sense, a command word is a requirement. Nevertheless, some items have much more stringent requirements that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.
- Character must eat twice as much as normal.
- Character must sleep twice as much as normal.
- Character must undergo a specific quest (one time only, and then item functions normally thereafter).
- Character must sacrifice (destroy) 100 gp worth of valuables per day.
- Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
- Character must swear fealty to a particular noble or his family.
- Character must discard all other magic items.
- Character must worship a particular deity.
- Character must change her name to a specific name. (The item only works for characters of that name.)
- Character must add a specific class at the next opportunity if not of that class already.
- Character must have a minimum number of ranks in a particular skill.
- Character must sacrifice some part of her life energy (2 points of Constitution) one time. If the character gets the Constitution points back (such as from a restoration spell), the item ceases functioning. (The item does not cease functioning if the character receives a Constitution increase caused by level gain, a wish, or the use of a magic item.)
- Item must be cleansed with holy water each day.
- Item must be used to kill a living creature each day.
- Item must be bathed in volcanic lava once per month.
- Item must be used at least once a day, or it won’t function again for its current possessor.
- Item must draw blood when wielded (weapons only). It can’t be put away or exchanged for another weapon until it has scored a hit.
- Item must have a particular spell cast upon it each day (such as bless, atonement, or animate objects).
Requirements are so dependent upon suitability to the item that they should never be determined randomly. An item with a requirement that is also intelligent often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one time only, others monthly, and still others continuous).
Drawback: Items with drawbacks are usually still beneficial to the possessor but they also carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some items such as weapons), usually the drawback remains with the character for as long as she has the item.
Roll on the table below to generate a drawback that (unless otherwise indicated) remains in effect as long as the item is in the character’s possession.
| d% | Drawback |
|---|---|
| 01–04 | Character’s hair grows 1 inch longer. Only happens once. |
| 05–09 | Character either shrinks 1/2 inch (01–50 on d%) or grows that much taller (51–100). Only happens once. |
| 10–13 | Temperature around item is 10°F cooler than normal. |
| 14–17 | Temperature around item is 10°F warmer than normal. |
| 18–21 | Character’s hair color changes. |
| 22–25 | Character’s skin color changes. |
| 26–29 | Character now bears some identifying mark (tattoo, weird glow, or the like). |
| 30–32 | Character’s gender changes. |
| 33–34 | Character’s race or kind changes. |
| 35 | Character is afflicted with a random disease that cannot be cured. |
| 36–39 | Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults). |
| 40 | Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .). |
| 41–45 | Character becomes selfishly possessive about the item. |
| 46–49 | Character becomes paranoid about losing the item and afraid of damage occurring to it. |
| 50–51 | Character’s alignment changes. |
| 52–54 | Character must attack nearest creature (5% chance [01–05 on d%] each day). |
| 55–57 | Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day). |
| 58–60 | Character’s vision is blurry (–2 penalty on attack rolls, saves, and skill checks requiring vision). |
| 61–64 | Character gains one negative level. |
| 65 | Character gains two negative levels. |
| 66–70 | Character must make a Will save each day or take 1 point of Intelligence damage. |
| 71–75 | Character must make a Will save each day or take 1 point of Wisdom damage. |
| 76–80 | Character must make a Will save each day or take 1 point of Charisma damage. |
| 81–85 | Character must make a Fortitude save each day or take 1 point of Constitution damage. |
| 86–90 | Character must make a Fortitude save each day or take 1 point of Strength damage. |
| 91–95 | Character must make a Fortitude save each day or take 1 point of Dexterity damage. |
| 96 | Character is polymorphed into a specific creature (5% chance [01–05 on d%] each day). |
| 97 | Character cannot cast arcane spells. |
| 98 | Character cannot cast divine spells. |
| 99 | Character cannot cast any spells. |
| 100 | Either pick one of the above that’s appropriate or create a drawback specifically for that item. |
Specific Cursed Items
Specific Cursed Items are provided as examples of cursed items. They are given creation prerequisites, should someone want to intentionally create them (although that does not need to be the origin of the item). Note, however, two exceptions: The crystal hypnosis ball and the bag of devouring cannot be created by any known means.
A simple detect magic spell yields a misleading aura and strength, often indicating that the item is a noncursed item of similar sort. An identify spell only has a 1% chance per caster level to reveal a cursed item’s true properties, including the cursed aspect. Analyze dweomer reveals the true nature of a cursed item.
Table: Specific Cursed Items
| d% | Item | Market Price |
|---|---|---|
| 01–05 | Incense of obsession | 200 gp |
| 06–15 | Ring of clumsiness | 500 gp |
| 16–20 | Amulet of inescapable location | 1,000 gp |
| 21–25 | Stone of weight | 1,000 gp |
| 26–30 | Bracers of defenselessness | 1,200 gp |
| 31–35 | Gauntlets of fumbling | 1,300 gp |
| 36–40 | –2 sword, cursed | 1,500 gp |
| 41–43 | Armor of rage | 1,600 gp |
| 44–46 | Medallion of thought projection | 1,800 gp |
| 47–52 | Flask of curses | 2,100 gp |
| 53–54 | Dust of sneezing and choking | 2,400 gp |
| 55 | Helm of opposite alignment | 4,000 gp |
| 56–60 | Potion of poison | 5,000 gp |
| 61 | Broom of animated attack | 5,200 gp |
| 62–63 | Robe of powerlessness | 5,500 gp |
| 64 | Vacuous grimoire | 6,000 gp |
| 65–68 | Spear, cursed backbiter | 7,500 gp |
| 69–70 | Armor of arrow attraction | 9,000 gp |
| 71–72 | Net of snaring | 10,000 gp |
| 73–75 | Bag of devouring | — |
| 76–80 | Mace of blood | 16,000 gp |
| 81–85 | Robe of vermin | 16,500 gp |
| 86–88 | Periapt of foul rotting | 17,000 gp |
| 89–92 | Sword, berserking | 17,500 gp |
| 93–96 | Boots of dancing | 30,000 gp |
| 97 | Crystal hypnosis ball | — |
| 98 | Necklace of strangulation | 60,000 gp |
| 99 | Cloak of poisonousness | 62,000 gp |
| 100 | Scarab of death | 80,000 gp |
Artifacts
Artifacts are extremely powerful. Rather than merely another form of magic equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures—a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on.
No table has been included to randomly generate specific artifacts, since these items should only enter a campaign through deliberate choice on your part.
Minor Artifacts
Minor artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means.
Minor Artifact Descriptions
Described below is a selection of the most well-known (not necessarily the most numerous) minor artifacts.
Major Artifacts
Major artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign.
Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.
In our game
Our implementation: Not implemented yet. Engine coverage is added here as rules slices land.
Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.