Dungeon Master Assistance

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Category Archives: Reference Material

5E – Writer’s Guide

WritersGuide

Style Guide for Dungeon Masters

I was looking for an official writer’s guide, or style sheet, from Wizards of the Coast for the 5th edition Dungeons and Dragons. Perhaps they have one and I just couldn’t find it. So I took the copies I had from 3.5 and 4.0 and updated them for 5th edition. The following is what I came up with.

Format Instructions

Capitalization

Capitalize abilities (Strength, Dexterity, and so on), skill names (Acrobatics, Sleight of Hand, Survival, and so on), feat names (Crossbow Expert, Healer, and so on), domains (Trickery, War, and so on), schools (Transmutation, Necromancy, and so on), names of languages (Common, Dwarvish, and so on), and sizes (Small, Medium, Large, and so on). The term “Dungeon Master” and the abbreviation “DM” are always capitalized. The term “Difficulty Class” and the abbreviation “DC” are always capitalized. Creatures, classes, alignments, spells, weapons, and magic items that do not include proper nouns are all lower case. Magic items and spell names are italicized. For example, magic weapons, potions, and other items should be fully italicized. If a magic item grants a numerical modifier, treat that modifier as part of the item’s name, placing it at the beginning of the name. Examples: +1 longsword, a potion of healing, +2 cloak of resistance, and a scroll of arcane lock.

Monster names. When you refer to a monster in a sentence, do not capitalize the monster’s name unless it is a proper noun. Example: Baphomet’s minotaur cultists often summon goristros …

Races. When you refer to a race in a sentence, do not capitalize the race’s name (unless English grammar demands capitalization). Example: Love of stories inspires many gnome heroes to become bards.

Character races are to appear in the following singular/plural terminology; dwarf/dwarves, elf/elves, halfling/halflings, human/humans, dragonborn/dragonborn, gnome/gnomes, half-elf/half-elves, half-orc/half-orcs, tiefling/tieflings.

Abbreviations

Abbreviations usually use all capital letters and no periods (DM, DC, NPC, HD, XP). The abbreviations for hit points and coins use lower case letters and no periods (hp, gp, sp). The abbreviation for experience points is XP.

Ability scores are abbreviated as follows: STR (Strength), DEX (Dexterity), CON (Constitution), INT (Intelligence), WIS (Wisdom), CHA (Charisma), and are always listed in that order.

Class abbreviations are as follows:
Bbn = Barbarian
Brd = Bard
Clr = Cleric
Drd = Druid
Ftr = Fighter
Mnk = Monk
Pal = Paladin
Rgr = Ranger
Rog = Rogue
Sor = Sorcerer
Wiz = Wizard
Wrk = Warlock

 Race abbreviations are as follows:
Hum = Human
Drb = Dragonborn
Drw = Drow
Dwf = Dwarf
Elf = Elf
Gno = Gnome
1/2Elf = Half-Elf
1/2Orc = Half-Orc
Hlf = Halfling
Tfl = Tiefling

Rule books
PHB = Player’s Handbook
DMG = Dungeon Master’s Guide
MM = Monster Manual

You should type out the entire title the first time it is mentioned. Example: “Use the standard combat rues as described in the Player’s Hand Book (PHB).”

Time

Do not abbreviate standard game units of time; i.e., round (alternatively; melee round may also be used), and turn should be fully spelled out.

Temperature

When describing temperature, always use a degrees symbol; i.e., 100˚. When describing an angle or slant, always spell out the word ‘degrees’; i.e., 100 degrees.

Inches and feet

Never use ‘hash’ marks. Inches and feet should always be expressed as an abbreviation when used in a table or stat block – otherwise, they should not be abbreviated. When indicating the attribute being measured, insert a hyphen between the number and unit. Examples: 8-in wide, 12-ft deep

Movement

Movement rate in feet should always be expressed as an abbreviation. Example: 30 ft.

Advantage/Disadvantage

A creature may “have advantage” (or “have disadvantage”) in certain situations. A roll (saving throw or ability check for instance) may be made “with advantage” (or “with disadvantage”). Examples: The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target. The owl bear has advantage on Wisdom (Perception) checks that rely on sight or smell.

I recommend that you not abbreviate the words advantage or disadvantage, but when you must – you can abbreviate advantage Adv and disadvantage Disad.

Hyphenation

Always hyphenate class and spell levels when they precede a noun (4th-level rogue, 1st-level spell). Hyphenate compound adjectives before nouns (the red-haired, 18-foot-tall fire giant). Do not hyphenate before the suffix “-like” except after double-l endings (for example, snakelike, spell-like).

Die Rolls

How many and what kind; a lowercase d followed by a number (4, 6, 8, 10, 12, 20, %) indicates a specific polyhedral die to be rolled. It is preceded by a number indicates the number of times to roll the indicated die; i.e., 3d6. It is not acceptable say, “three six-sided die,” to achieve the same result.

Die result; when specifying a die roll result that triggers some action, to specify the range of numbers use a dash to separate the low from the high; i.e., 1–2 on 1d6.

Skill Checks

You should list the skill check in the running text with the DC number listed first. Example: Player characters must make a successful DC 15 Dexterity (Acrobatics) check to climb the wall.

Generally, set DCs for tasks that characters can retry at 5 to 10 points higher than DCs for tasks that PCs can’t retry.

Tense

Write in the present tense. Wherever possible, avoid using the future tense “will” to describe NPC or monster actions. For example, do not say “If the player characters open the door, the golem will attack.” Instead say, “If the player characters open the door, the golem attacks.”

Damage

Use the phrase “points of damage” when giving damage in numbers or ranges. Always use a die range when giving damage, and always include a numeral before the type of die, even if there is only one. For example: “The skeleton deals 1d3 points of damage with each claw” is correct. Do not use “d3 points of damage,” “1d3 damage,” or “1d3 hp damage.”
Creatures deal or take damage. They do not inflict or suffer damage.
Example: “If the saving throw fails, the character takes 1d6+1 points of damage from the poison.”

D&D 5E – Player’s Handbook Errata

Wizards of the Coast released an official errata to the Player’s Handbook a few days ago. You can get your copy here (Errata_PH.pdf). It has a couple of entries that directly address the issue of PC hiding rules.

BehindATree

Another look at Hiding in combat

The items in the errata that pertain specifically to hiding are these:

Hiding (p. 177). The DM decides when circumstances are appropriate for hiding. Also, the question isn’t whether a creature can see you when you’re hiding. The question is whether it can see you clearly.

Vision and Light (p. 183). A heavily obscured area doesn’t blind you, but you are effectively blinded when you try to see something obscured by it.

Comments on my post on stealth and hiding (here) almost always boil down to one point of contention. The rules for hiding outside of combat are fairly easily understood. The biggest debate always seems to be about hiding during combat. We all agree that surprise can only be on the first round of combat, but what about hiding during combat? Of course a PC can attempt to hide (if he can move to where he can’t be seen clearly) and sneak away with some item, but the main question is this; Can a 2nd level rouge attack and then hide on his turn and then attack with advantage the next round and do it again. OR, more simply, can he use the hide rules to get advantage on tis attack every round?

There are two completely different points of view on this and they can both be easily defended by quoting the rules. The two sides can be expressed thus:

1) Yes, of course the rogue can attack with advantage every round (assuming he has something to hide behind and succeeds in his hide attempt). That is why the rules are written the way they are. That is the whole reason I am playing a rogue. Especially at lower levels, the rogue can deliver more damage, on average, than the fighter. This makes playing him so much fun.

2) No, it makes no logical sense that a character can hide behind a barrel and the opponents not know that he is there. Even if he does succeed in hiding, the moment he sticks his head out to make an attack, he can now be seen so he is no longer hidden and he cannot attack with advantage.

There is no right or wrong here. It all depends on how the group wants to play. Ultimately, it is up to the DM. Even though it has always been the case, the new errata makes it very clear that the DM decides when you can or cannot hide.

I personally prefer to the second option. The rogue can still get advantage anytime an opponent is distracted. Most often this will be because he is being attacked by someone else on the rogue’s team, but I can think of a lot of other things that might distract an opponent. Or, if you are attacking from the shadows I could be persuaded to allow advantage on the attack.

D&D 5E – Character Sheet Instructions


party_smallOkay, now what do we do with this Character Sheet?

Filling in the 5E Character Sheet Box by Box

UPDATE: The instructions  on this page are for an older version of the character sheet. For the most recent auto-calculate Character Sheets and its instructions click HERE.

These instructions are for use with the character sheet you can download HERE. You can print a blank Character Sheet and fill it out by hand using these instructions. If you fill it out on your computer, the boxes that will be filled in for you are shown in red.

You might prefer a character sheet with more pages and class feature sheets. You can download them here. The instructions are the same.

#____ : Character sheet version. If you make multiple copies of your character sheet enter the version number here. For example, if you print a new copy of your character sheet each time  you advance to the next level you may want to put the number 1 here for the first time you print it and change that to a 2 before you print it the next time. Whatever you enter here will also be entered on all of the other sheets.

Player: This is you
Campaign: This is the name of the campaign. Ask the DM.
Character Creation Date: The date that you create this character. [Believe me, years from now, when you find this sheet among your old D&D stuff, you will want to know this.]
Current XP: Your character starts off at first level and with 0 experience points. You will be earning experience points as you adventure. Your DM will tell you how many experience points your character earned at the end of each different adventure, and occasionally more often. You can keep a running total here.
Next Level Goal: This is how many experience points you need to advance to the next level. Refer to the table in the PHB. You need 300 points to advance from first level to second level.
CHARACTER
Name: This is your Character’s name. If you can’t think of a name ask the DM for advice. Whatever name you enter here will also be entered on all of the other sheets.
Race: Enter your character’s race here. It can be Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, or Tiefling. Check with the DM first, he may not have all these races in his campaign world.
Class: Enter your character’s class in this box. You may choose from Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock or Wizard.
Alignment: Your character can be any alignment you choose but your DM may not allow evil aligned player characters. The possible alignments are: Lawful good (LG), Neutral good (NG), Chaotic good (CG), Lawful neutral (LN), Neutral (N), Chaotic neutral (CN), Lawful evil (LE), Neutral evil (NE), and Chaotic evil (CE).
Sex: M or F –your choice, there is no in-game advantage to either sex.
Level: This is your character’s current level. You start out at level 1. For multi-class characters, this is the total of all their levels in all of their classes. A character’s level can never exceed 20. If filling this out on your computer, many of the fields on the sheet will be filled in when you enter a number here.
Size: This depends on your character’s race. Gnomes and Halflings are small (S), all other standard races are medium (M).
Age: Enter the age of your character here.
Height: Select any height that is appropriate for your race.
Weight: Select any weight that is appropriate for your race.
Speed: This is the number of feet you can move in one combat round. Dwarf 25 (not reduced by wearing heavy armor), Elf 30, Wood Elf 35, Halfling 25, Human 30, Dragonborn 30, Gnome 25, Half-elf 30, Half-Orc 30, Tiefling 30.
If your character is wearing heavy armor, and his strength score is less than the minimum listed for that armor, his speed is reduced by 10.
Initiative: This is your initiative modifier. When you roll for your character’s initiative at the beginning of combat, you add this to your initiative roll. Unless you have some feature or ability that affects this, your initiative modifier is the same as your Dexterity modifier.
Initiative adjustment: If some feature of the game grants your character a bonus to his initiative modifier (for example the “alert” feat gives you a +5 bonus to initiative) you can click on the word “Dex” below the initiative box and enter a number. This number will be added to your initiative modifier.
ABILITIES
Ability Score: Using a method approve by your DM, determine your character’s ability scores, modify them according to your character’s race and enter the scores in the corresponding boxes.
Ability Modifier: For each ability, the modifier is determined by subtracting 10 from the ability score and then dividing the result by 2 (rounding down). Or you can simply look it up on the table in the PHB.
Saving Throws: This is the saving throw modifier for each ability. It is the same as the ability modifier, unless your character is proficient in that ability’s saving throw. This is typically a proficiency you get because of your race. If you are proficient, check the small box and add your proficiency bonus (see below) to the ability modifier to get your saving throw modifier.
ARMOR CLASS
Armored (the number you put in the shield): This is typically 10 + armor bonus if wearing armor + shield bonus if using a shield.
If wearing light armor add your Dex modifier.
If wearing medium armor add your Dex modifier up to a maximum of +2
You don’t add your Dex modifier to your armor class if you are wearing heavy armor.
Without Armor: 10 + Dexterity modifier (unless a class feature overrides this). Note that if your Dexterity modifier is negative, it lowers your armor class.
HIT POINTS
This box is where you list your maximum hit points. At first level this will be the highest roll of your hit dice (see below) plus your Constitution modifier.
Hit Dice: Here you enter the type of hit die your character uses and the number of hit die of that type you have. At first level your character has 1 hit die. The hit die type depends on your character’s class; Barbarian 1d12, Bard 1d8, Cleric 1d8, Druid 1d8, Fighter 1d10, Monk 1d8, Paladin 1d10, Ranger 1d10, Rogue 1d8, Sorcerer 1d6, Warlock 1d8, Wizard 1d6.
Current Hit Points: As your character takes damage, he loses hit points. You can use this box to track the damage.
Temporary Hit Points: Some magic spells or other game effects can grant your character what are called “temporary hit points.” You can list these here and track their loss. You lose these before you lose regular hit points. You lose any remaining temporary hit points after finishing a long rest.
Available Hit Dice: You have one hit die for each level. At the end of a short rest, you can roll one or more of these hit die and, for each die rolled, recover the indicated number of hit points plus your character’s Constitution modifier. You can use this space to keep track of the number of hit die you have left to use for healing. After a long rest, you regain a number of hit die equal to half your total number of them, or a minimum of one hit die.
Death Saves: When you start your turn with 0 hit points you make a death saving throw. You must roll 1d20 and on a roll of 10 or higher you succeed, otherwise you fail. On your third success you become stable, on your third failure you die. A role of 1 counts as two failures. A roll of 20 means that you are no longer dying and you regain 1 hit point. You can use this space to track your progress.
Advantages: List any conditions where you get advantage. For example if you are a dwarf, you have advantage on saving throws against poison.
Disadvantages: List any where you have a disadvantage. For example if your character is small (size S) then you have disadvantage when using heavy weapons.
INSPIRATION
Place a check in this box when you get inspiration. Remove the check when you use it. You either have inspiration or you don’t. Your DM can award your character inspiration, typically for good (or entertaining) roll playing. If you have inspiration, you can spend it to get advantage on any attack roll, saving throw, or ability check. You can give up your inspiration to another character if you think he deserves is.
EXHAUSTION
You can use this area to keep track of your character’s level of exhaustion. Your DM will tell you when your character is susceptible to a level of exhaustion.
PROFICIENCY BONUS
List your proficiency bonus here. It starts out as +2 at first level and increases as you advance in level.
PASSIVE PERCEPTION
This is your Perception Skill bonus modifier +10.
Passive Perception adjustment: If some feature of the game grants you a bonus to your passive (wisdom) perception modifier (for example the “observant” feat gives you a +5  bonus) you can click on the word “Wis” to the left of the box and enter a number. This number will be added to your passive perception modifier.
PROFICIENCIES
Skills: Your character will have proficiency in certain skills. For each skill he is proficient in, place a check in the box by that skill. Add your proficiency bonus to the associated ability modifier to determine the bonus you apply to these skill checks. When he attempts to perform a skill that he is not proficient in, it becomes a simple ability check, so enter the ability modifier for that skill’s ability.
x2: There are some class features with double proficiency bonus on some skills, for example, the Knowledge Domain Cleric and Rogue’s Expertise. For each skill that your character has a double proficiency for, put a check in the little [x2] box to the right of that skill name. Double your proficiency bonus and add that to the associated ability modifier.
1/2: A second level Bard gets the “Jack of all Trades” feature. This adds half your proficiency bonus, rounded down, to ability checks you are not proficient in. If your character has this feature, for each skill that your character is not proficient in, put a check in the little [1/2] box to the right of that skill name. Divide your proficiency bonus by 2 (round down)  and add that to the associated ability modifier.
Skill adjustment: If some feature of the game grants you a bonus to skill  (for example a luckstone grants you a +1 bonus to skill checks) you can enter a number on the ability listed to the left of the box. Add this number  to the associated ability modifier.
Saves: List any ability or other saves (such as poison for example) where your character would receive a proficiency bonus to his saving throw.
Tools: If your character is proficient in the use of any types of tools, list them here.
Weapons: List the type of weapons your character is proficient with.
Armor: List the type of armor your character is proficient with. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Other: This is a catch-all for anything that your character has proficiency in that doesn’t fit into any of the other categories.
Sneak Attack: If your character is a rogue you can enter extra damage he does on a sneak attack. This will be 1d6 at first level.
Rages: If your character is a barbarian you can enter the number of times he can rage between long rests. This will be 2 at first level.
Ki Points: If your character is a monk you can enter the number of ki points you have available between short or long rests. You don’t have any at 1st level. At 2nd level you get 2.
Martial Arts: If your character is a monk you can enter the amount of damage you do with an unarmed strike or monk weapon. This will be 1d4 at first level.
WEAPON BOXES
There is room to list up to 5 different weapons. If you have more weapons than this you can print additional sheets.
Weapon: On the line under the word “WEAPON” enter a description for the weapon. Note that if you are filling this out on a computer, the calculated fields for this weapon will remain blank until you enter some text on this line.
The line to the right of the word “WEAPON” is available for you to add additional information about the weapon if you want. For example, you may want to indicate if it is a Light weapon, or list other weapon properties, or a description, or a name.
Reach or Range: Melee weapons have a reach of 5 ft. unless they have the “reach” property and then it becomes 10 ft. Weapons that can be thrown and all ranged weapons have a normal and maximum range.
Type: The type of damage; bludgeoning (B), Piercing (P), or slashing (S)
Ability (STR or DEX): Most melee weapons use your Strength modifier, and most range weapons use your Dexterity modifier. If it is a melee weapon with the Finesse property, you can choose to use your Dexterity modifier. If it is a range weapon with the Thrown property, you can choose to use your Strength modifier. Check the box next to the ability you will be using.
Proficiency: If you have proficiency with this weapon. Check this small box and enter your proficiency bonus in the large box.
STR/DEX: Enter the appropriate ability modifier in this box. If you are fighting with two weapons, and this is your second light weapon, you don’t get an ability bonus to damage with this weapon so remove the check between the attack and damage boxes and do not enter the ability modifier for damage.
Magic: If the weapon receives a magic adjustment, enter this in both the attack and damage rows.
Misc. Enter any additional bonuses (or penalties) to attack and/or damage.
Attack Bonus: Add up all the attack adjustments and enter the total here. You will add this bonus to your attack rolls.
Damage Bonus: Add up all the damage adjustments and enter the total here. You will add this bonus to your damage rolls.
Damage Dice: Enter the number and type of die to roll for damage. For weapons with the Versatile property, also ether the damage if the weapon is used two handed. For instance, for a Longsword you could enter 1d8 (1d10).
Ammo: For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used. If you take the time after a battle, you can normally recover half of your expended ammunition.
NOTES
The section on the lower right of the first sheet is for any notes you may want to add to help you remember details about your character. There may not be enough room here to describe all of his special abilities in detail, but you could list them here and keep the details on sheet 4, or look them up in the Players Handbook, until you have used them enough to remember how they work. For example, for a first level Dwarf Fighter you might note that he has Darkvision, Dwarven Resilience, Dueling, and Second Wind.
You may want to use separate cards to keep track of information that won’t fit on this sheet. You can use cards available HERE.
If you are filling this out on your computer, there are two non-printing boxes at the bottom of page one.
Update Calculations: All of the information filled in automatically for you should update whenever you make any change. Sometimes it doesn’t. You can press this button to force the form to update all of the calculated fields.
Clear: Be careful to not press this unless you want to erase everything from all of the fields on all pages. If you press it by accident, you may be able to recover the lost information if you press CTRL Z. This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand.

PAGE 2
The first page contains everything you may need to reference during combat. The second page contains information about your character’s personality, his physical description, his background and his equipment. There is a wider margin on the left side of the first page and on the right side of the second page, so if you print them on the front and back side of the same sheet there should be room to punch holes for a binder. The sheet version and character name are duplicated  from page 1.
ARMOR
If your character normally wears armor, list the type of armor here.
Armor Class: List the armors armor class (AC) here
Category: This will be Light (L), Medium (M) or Heavy (H)
Don and Doff: The amount of time it takes to put on (don) and take off (doff). Refer to the PHB page 146.
Strength: Only used if the armor is in the heavy category. This is the minimum strength to use this armor without receiving a -10 ft penalty to your speed.
Weight: How much the armor weighs.
SHIELD
If you have a shield, list if it is wood or metal.
Weight: All standard shields weigh 6 lb.
AC: All shields provide +2 to your armor class.
PROTECTIVE ITEMS
This is where you can keep track of magical items that provide a bonus to your armor class. If the item requires attunement, you can only be attuned to 3 magic items at the same time, so you may want to keep track of attunement here as well.
OTHER ITEMS
For tracking items that your character owns. You can get the weight for standard equipment packs HERE. For higher level characters, you may only want to list items here that your character always carries with him.
Carrying Capacity: This is your Strength score X 15.
Push, Dag, or Lift: This is twice your Carrying Capacity.
Total Weight Carried: Simply add up the weight of everything listed above.
Lifestyle: Your downtime, between adventures, lifestyle can be Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic. If everyone in the party wants to stay together between adventures they should all have the same lifestyle.
Expenses/day: This depends on your lifestyle. Refer to the PHB page 157.
TREASURE
This area is for keeping track of your character’s monetary and magical possessions. You can track the number of Copper Pieces (CP), Silver Pieces (SP), Electrum Pieces (EP), Gold pieces (GP) and Platinum Pieces (PP). [More information on coins in the post HERE.]
There is a space for Jewels & Gems [More information on gems in the post HERE], Magic items, and Other items.
PHYSICAL CHARACTERISTICS
Age, Height, Weight, Eyes, Hair, Skin: Use the description of your character’s race in the Player’s Handbook as a guide. (Age, height and weight are also listed on page 1. Entering the information on one page will also enter it on the other page.)
Gender, Handedness: your choice. There is no game advantage or penalty regardless of your choice.
Physical Description: List distinguishing features- scars, tattoos, etc.
CHARACTER SKETCH
Draw a picture of your character in the frame. If you are using Adobe Reader, you can click on the image area and it will pop-up a “Select Icon” menu. You can use this to browse your computer for an image to place in this area. There are many good character sketches available on-line. The image must be in PDF file format. There are free utilities available that you can use to convert image files into PDF format. You may find A character schetch that you like HERE.
Languages: List the languages your character knows in this box. Unless you choose otherwise, your character can read and write any language that he can speak.
The rest of this page is straight forward. All of this information is useful in role playing your character. You may want to glance over this whenever you are trying to decide what your character would do in a particular situation.

PAGE 3 – SPELLS
This page is obviously for spellcasters. If your character can’t cast spells, there is no reason for you to print this page.
Primary Ability: This is your character’s primary spellcasting ability. This will be Intelligence, Wisdom or Charisma – depending upon your Class. Click on the down arrow and select from the list.
Spell save DC: This is 8 + your proficiency modifier + the ability modifier for your primary spellcasting ability.
Spell attack modifier: This is your proficiency modifier + the ability modifier for your primary spellcasting ability .
Number of Cantrips Known: This number depends on your class and level.
Spells Known or Available: Bards, Rangers, Sorcerers and Warkocks enter the number of spells known. Clerics, Druids, and Paladins enter the number of spells available.
Sorcery Points: Only Sorcerers have sorcery points.
Spell Slots and Castings
Enter the number of spell slots you have available in the space next to each spell level. As you expend spell slots to cast spells, you can check off the used slots in the boxes below.
Spellbook / Known Spells
If your character’s spellcasting class uses a spellbook, you can use this area to list the spells that it contains. If your class requires that you know a certain number of spells, you can list them here.
Use the checkbox next to a spell to indicate a spell that you have prepared. List cantrip’s as Level 0. There isn’t enough room here for full spell descriptions, so you can use the description space to list the major spell effect. For easy reference to the full spell descriptions, you may want to use spell cards, available HERE. If you only have a few spells, you might want to describe them in detail on page 4.

PAGE 4 – Character Background and/or Notes Overflow
This page is for you to use to tell the story of your character. Where he or she came from and why they are here. It can also be used to keep more detailed descriptions of your character’s feats and abilities that don’t fit on the other sheets. If you need more sheets, make multiple copies.
_____________________________________

The main thing to remember is that the character sheet is yours. Use it in any way that makes sense to you. You can write outside the boxes, use circles and arrows, scribble in the margins, or use it in any way that you choose. Also, you don’t have to completely fill out every box before you start playing. If you never decide on your character’s eye color, it won’t effect the game. [As a DM, I do strongly recommend that you give your character a name before your second gaming session. I have played too many times with one or more “no name” characters. This can be a distraction.]

Here are a couple of tips:
First, use pencil instead of ink. Many things can happen during an adventure that can cause things to change so keep an eraser handy.
Second, I find it useful to apply 3M brand “magic mending tape” over the areas that I know will be changing often, such as current hit points. You can write on it with a pencil and it stands up to frequent erasures without leaving a hole in the paper.
Now that you have filled out your Character sheet, let the game begin!

D&D 5E – Uses for a shield

Pal_Shield

What is the best use of a Shield and Longsword combo?

I received this inquiry the other day: “I like to play a Paladin that often uses a Shield and Long Sword combo. However, I have noticed that there is no shield bash in 5E. I have been using the shove instead as an action between a Trip and Shield bash. Are you aware of any attack that tries to leverage a Shield in 5E? I would really like to stress a shield proficiency for my build if possible.”

Here are my thoughts:

A shield is an improvised weapon dealing 1d4 bludgeoning damage.

Paladins are proficient with shields. Whether said proficiency extends to it being used as an improvised weapon is not specified, but there’s no reason why it shouldn’t be.

Note that shields aren’t light weapons, and thus can’t be used for normal two-weapon fighting.

If your Paladin adopts the “protection” fighting style at 2nd level:

“When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.”

If your group is using feats (I think most are) there is the “Shield Master” feat:

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (If I was DMing the game, I would allow the use of this bonus action to either shove a creature or to attack it with the shield as an improvised weapon.)

If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

And the “War Master” feat will allow you to cast spells while holding both your shield and sword.

I would like to hear if anyone has any other thoughts on this matter.

D&D 5e – Poisons

poison

Poisons in D&D 5e explained

Although save or die poisons haven’t been in D&D since before the 3rd edition, I still regret the time I was running an adventure and a first level character encountered a poison spider. He failed his save and died. Not fun. D&D 5e has really simplified the use of poisons. No more initial and secondary damage. No more ability damage. No onset time. No multiple saves (I was always forgetting to require the second saving throw a few minutes later for secondary damage). And, of course, no save or die.

I am sure there will be more about poison when the Dungeon Master’s Guide comes out, but for now here is my attempt to remove some of the confusion about poisons in the current, fifth edition of Dungeons and Dragons.  [As expected, the Dungeon Master’s Guide contains additional information regarding poisons. Starting on page 257 it describes the four different types of poisons (contact, ingested, inhaled and injury). It also has a list of 14 different sample poisons with their descriptions and prices. It also has information on purchasing poison and on crafting and harvesting poison.]

Using Poison

The only poison listed in the Player’s Handbook is basic poison. You can buy a vile for 100gp. You can coat one slashing or piercing weapon or up to three pieces of ammunition with it. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

The description doesn’t say that the poison wipes off when you hit a creature with it, so you can continue doing damage for 1 minute after it is applied. Plenty of time for the typical encounter. The poison damage is in addition to any other damage the weapon would normally inflict. The creature hit by this poison takes poison damage but doesn’t become poisoned (see below).

Unlike previous editions, the Player’s Handbook doesn’t say that using poison is an evil act. So it is up to the DM to decide. Perhaps some types of poison are more evil than others?

Some poisons do hit point damage, some give you the poisoned condition, and some do both.

Taking poison damage

Poison damage is hit point damage, the type of damage is poison. Most poisons allow a Constitution saving throw to avoid any poison damage [basic poison and poison spray spell for example], but some don’t allow a saving throw [like basilisk poison]. Still others do poison damage on failed save, or half as much damage on a successful save [like the cloudkill spell or dragon breath].

Becoming poisoned

Although a failed saving throw is not always required to receive poison damage, you must always fail your Constitution saving throw to become poisoned. When the description says you “become poisoned” it means that you will have the poisoned condition, which gives you disadvantage on attack rolls and ability checks.

The poison description will indicate how long this condition will last. The weakest last only until the start of your next turn. Others last until end of your next turn, or for 1 minute or for 24 hours. Some last until saved against and allow you to attempt a saving throw each round. The most powerful last until removed by the lesser restoration spell or similar magic.

On a successful saving throw against some creature’s poison, you are immune to this creature’s poison for 24 hours

Additional conditions

While the poison condition is in effect, different poisons may also impose one or more additional conditions (sometimes the additional conditions are only in effect if the saving throw fails by 5 or more). The additional condition might be Paralyzed, Incapacitated or Unconscious. For the Unconscious condition, some poisons allow another creature to use an action to shake the target awake. Although awake, he would still have the poison condition. Another effect could be that you can take either an action or a bonus action on your turn, not both, and you can’t take reactions. Other poisons have you take some amount of poison damage at the start of each turn, or not allow you to regain hit points while you are poisoned.

Diseases

Arguably, the worst poisons are those that leave you infected with a disease.

These allow a saving throw against disease or become poisoned until the disease is cured.

Here are the diseases listed in the Monster Manual:

GAS SPORE – Spores invade an infected creature’s system, killing the creature in a number of hours equal to 1d12 +the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 tiny gas spores that grow to full size in 7 days.

OTYUGH and DEATH DOG: Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

Bounded Accuracy

This is my attempt to explain the term “bounded accuracy”.

bounded accuracy

Bounded accuracy is the term that WotC uses to represent a role playing game design concept. It is not a “rule” and you won’t find it in the Player’s Handbook, but it is the foundational design philosophy behind the core of 5 Edition D&D.

The “accuracy” part of the term refers to how hard it is to do something. For combat, this relates directly to armor class and bonuses to your attack roll.

The “bounded” part of the term refers to establishing upper limits.

 What are the limits?

There is a maximum Ability Score of 20, a maximum Difficulty Class of 30, and a maximum Armor Class of 30. There is a maximum Ability bonus of +5 and a maximum Proficiency Bonus of +6 making a maximum total bonus of +11 (resulting in a maximum score of 30 on a roll of 19.)

Also, there is typically no more than +1 on magic items, with +3 being the cap and representing things of artifact power. The game makes no assumption that you have magical enhancement bonuses on your weapons and armor.

This is all about the Core Mechanic: To resolve an action roll a 20-sided die and add modifiers. If the result is greater than or equal to a target number then the action succeeds.

Regardless if this target number is a Difficulty Class (DC) or an Armor Class (AC), the concept is the same.

DC-or-AC Difficulty To Break Armor To Hit
5 Very Easy a glass bottle an inanimate object
10 Easy a wooden chair No Armor a badger
15 Medium a simple door Leather Armor* a troll
20 Hard a small chest Plate Armor** a dragon***
25 Very Hard a treasure chest a tarrasque
30 Nearly Impossible a masonry wall(1 ft. thick) a deity
*with shield and +2 Dex modifier **with shield ***Adult Red Dragon is AC 19

To explain the effects of bounded accuracy on the game, it can be illustrative to compare its effect on three different characters.

Let’s start with a typical commoner. We’ll call him Fred. Fred is average in every respect. All of his ability scores are average (10) and Fred has no proficiencies or special skills. The table above was designed with Fred in mind. If any task is hard for Fred, it has a DC of 20. Fred adds no modifiers to his d20 roll when he attempts a task.

Our second character is Norman. Norman is a first level Fighter. The highest modifier Norman could add to his d20 roll would be about +5 (Ability +3, Proficiency +2).

Our third character is Conan. Conan is a 20th level Fighter. The highest modifier Conan could add to his d20 roll would be about +11 (Ability +5, Proficiency +6).

All three characters attempt to do something “hard”. They all need a 20. Fred rolls a 20 and succeeds. Norman’s roll is only 15, but with his +5 modifier he also succeeds. Conan only rolls a 9, but with his +11 modifier, he succeeds. So this “hard” thing is hard for Fred, not so hard for Norman and it is easy for Conan. Being normal PCs, Norman and Conan are better at some things than they are at others. They do not have maximum ability scores in all of their abilities, and they are not proficient at everything. At some tasks, they may not have a better chance of success than Fred does. Conversely, not all Non-Player Characters (NPCs) are as “average” as Fred. At some tasks, a NPC may have an ability score that is higher than a PC and a larger proficiency bonus. So most tasks within reach of specialist also fall within the ability of a lucky novice.

Higher level characters and tougher monsters are that way because they can do more damage, more often, in more ways than lower level characters.

If you are new to D&D, this may all seem obvious, and hardly worth more than a passing glance. However, this is a break from some earlier versions of the game. In some earlier versions, your PC’s “to hit” bonuses and Armor Class increased with each level and thus forced monster attacks/defenses to also increase with level. This resulted in lower level creatures being unable to have any possibility of hitting higher level PCs and visa-versa. This was done in the very reasonable goal of allowing higher level PCs to combat tougher monsters. D&D 5e accomplishes this goal, not by making tougher monsters harder to hit but by making them harder to defeat by giving them more hit points. So as PCs increase in level they do improve in their ability to hit higher armor classes (although at a much slower rate) but their ability to defeat tougher opponents comes mainly from their increased ability to inflict more damage when they do hit, and their increased capacity to survive stronger attacks due to their own increased number of hit points. So in this edition, characters can meaningfully interact with the same threats for most of their career, if they so choose. Lower level monsters will still be a threat at higher levels if they are encountered in larger numbers.

 This was described by Rodney Thompson in Legends & Lore (June 4th, 2012) on the Wizards of the Coast website. This is no longer available on their web site, so I quote from it here:

The basic premise behind the bounded accuracy system is simple: we make no assumptions on the DM’s side of the game that the player’s attack and spell accuracy, or their defenses, increase as a result of gaining levels. Instead, we represent the difference in characters of various levels primarily through their hit points, the amount of damage they deal, and the various new abilities they have gained. Characters can fight tougher monsters not because they can finally hit them, but because their damage is sufficient to take a significant chunk out of the monster’s hit points; likewise, the character can now stand up to a few hits from that monster without being killed easily, thanks to the character’s increased hit points. Furthermore, gaining levels grants the characters new capabilities, which go much farther toward making your character feel different than simple numerical increases.

Now, note that I said that we make no assumptions on the DM’s side of the game about increased accuracy and defenses. This does not mean that the players do not gain bonuses to accuracy and defenses. It does mean, however, that we do not need to make sure that characters advance on a set schedule, and we can let each class advance at its own appropriate pace. Thus, wizards don’t have to gain a +10 bonus to weapon attack rolls just for reaching a higher level in order to keep participating; if wizards never gain an accuracy bonus, they can still contribute just fine to the ongoing play experience.

This extends beyond simple attacks and damage. We also make the same assumptions about character ability modifiers and skill bonuses. Thus, our expected DCs do not scale automatically with level, and instead a DC is left to represent the fixed value of the difficulty of some task, not the difficulty of the task relative to level.

 

The link is back up on the Wizard’s site if you want to read Rodney Thompson’s comments in their entirety :  Legends & Lore Archive | 6/4/2012

D&D 5E – Quick Reference – Combat

Combat-main_FullThe combat rules for 5th Edition Dungeons and Dragons are much simpler than previous editions. This is a quick reference guide to the new rules. Refer to the complete rules (which can be downloaded for free here) for more detailed information. This is my own interpretation of those rules. Refer to the DM notes at the end for my house rules.

Each round represents 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, your character can do in 1 round.

Each round, during your turn, you can move and take one action.

• You don’t have to move, but if you choose to, you can move a distance up to your speed. You can move before or after you take an action, or you can move first, take an action, and then move again, as long as the total distance moved doesn’t exceed your speed.
• You don’t have to take an action during your turn, but if you choose to, you can attempt to do anything that could be accomplished in 6 seconds or less. The most common action taken in combat is the attack action. See below for a list of actions that can be performed in combat.
• If your action permits multiple attacks, you can move between attacks so long as you haven’t used all of your move distance based on your speed.
• Your move can include jumping onto or off of things, jumping over things, climbing walls or ropes, swinging on ropes or chandeliers, or moving in any way that your character is capable of such as swimming or flying for example.

You can interact with one object as part of either your move or your action.

You can manipulate the object in an uncomplicated way. Some examples include:
•    Draw or sheath a weapon
•    Draw Two One-Handed Weapons [You can normally draw only 1 weapon for free on your turn. Dual Wielder lets you draw 2.]
•    Transfer an item from one hand to the other
•    Load a crossbow
•    Retrieve or put away a stored item*
•    Pick up an item
•    Move an object
•    Open a chest
•    Open a door
* You may only retrieve an item if it was stowed for easy access. If you must dig through your backpack to find something inside, it may require use of an action to retrieve it.
Doing more than one of these things requires the use of an action.

As part of your move or your action, you can do things that take little or no time and don’t interfere with your movement.

These activities take very little time, though there may be limits to the number you can perform in a turn. Examples include:
•    Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken).
•    Dropping an item to your feet or within 5 feet of your current location.
•    Dropping to a prone position. (Standing up from prone, however, takes half of your movement for the turn.)
•    Speaking (you can always speak, even when it isn’t your turn – within reason.)

You may be able to take an additional, bonus action.

• A special ability, spell, or other feature of the game may allow you to do something as a bonus action. You are only allowed one bonus action in a round.
•    Example: If you have a short sword in one hand and dagger in the other, after using your action to attack with the sword, you can use a bonus action to attack with the dagger (refer to the rules on two-weapon fighting.)

You are allowed one reaction each round.

A reaction is an action that is triggered by an external event.

• A special ability, spell, or other feature of the game may allow you to react to a specific triggering event.
• If an opponent attempts to move past you or attacks you and then attempts to move away, you get a free swing at him. This is called an opportunity attack, and it is the most common reaction.
• Another example would be a wizard’s feather fall spell that is triggered when the wizard is pushed over a cliff, or steps into a pit trap.
• Your reaction does not have to occur during your turn, but can occur at any time during the round. If it occurs during another’s turn, his turn is suspended until your reaction is resolved.

Surprise

If surprised, you lose your turn for the first round of combat. After your turn, you are no longer surprised so you can use a reaction after your turn has passed, even during the remainder of the first round.

Actions in Combat

During your turn in a combat round, you can perform any one of the following actions.

Attack

You can make one melee or ranged attack. Some features may allow you to make more than one attack with this action.

Cast a Spell

You can cast any spell that you are capable of casting that has a listed casting time of one action.

Note regarding components: Retrieving the required material (M) component from a pocket or pouch is included in the “Cast a Spell” action. If the spell also has a somatic (S) component, you can perform the required hand gestures while holding the material component in that same hand. Therefore, if you are holding two weapons, or a weapon and a shield, at the beginning of your turn, you can sheath one weapon (refer to “interact with one object” above) and then draw the material component and cast the spell all in the same round. [A material component is not consumed with the casting of the spell, unless the spell description specifically says that it is.]

Dash

Rather than performing any other action, you spend the entire round moving. This allows you to move twice as far this round. It is effectively a double move action. [You use your dash action to move your speed then use your move to go that distance again.]

Disengage

If you start the round within 5 feet of an opponent that can see you, you can use this action to move away from him without provoking an opportunity attack. [The disengage action does not include a move. You use the disengage action to avoid an opportunity attack while you use your move to travel up to your speed.]

Dodge

This is a total defense action. You spend the round trying to avoid being hit. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

Help

You can use your action to help an ally attack an opponent within 5 feet of you. You don’t make an attack yourself, but when your friend attacks, his first attack roll is made with advantage.
Or you can help him with any other task. If you are in position to do so, and your assistance could reasonably be seen to be of help, he will gain advantage on his ability check to accomplish the task.

Hide

The act of hiding requires an action to attempt. You must make a Dexterity (Stealth) check to see if you successfully hide from your opponents.
Additional information regarding the hide action here: Stealth and Hiding

Ready

Rather than taking and action during your turn, you wait for some specific event and then take your action as a reaction. You can still move up to the distance indicated by your move rate, but you can take no other action this round. You must specify two things –
1) What the triggering event will be.
This can be anything you think might happen that you can observe. If the event occurs before the start of your turn on the next round you can perform your readied action at that time. Some examples could be: If the sniper sticks his head up, If more Orcs come around the corner, If the rope brakes, If the water level rises, If the evil magic user starts to cast a spell, If the guard spots the thief, If the prisoner attempts to escape.
2) What action you will take.
This can be any of the combat actions.
Note that this action will be a reaction and you can only have one reaction per round. This means that if you take another reaction, you lose your readied action. Conversely, if you use your readied action you can have no other reactions this round.
• If the triggering event occurs, you can choose to not take your readied action.
• If you choose Dash as a readied action, you can move up to your move rate.
• If you choose Cast a Spell as a readied action, you cast the spell during your turn but hold off on releasing the energy of the spell until the triggering event occurs. You must concentrate to hold the spell’s energy. Anything that breaks your concentration before the final release of the spell’s energy results in the loss of the spell. If the triggering event doesn’t occur this round, you can continue to hold the spell with continued concentration into the following round, or you can cast it as an action on your next turn, or you can lose it.

Search

You can use your action to attempt to find something. The DM might require you to make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object

An object may require an action for you to use it, or you may need to use this action to interact with more than one object in a round.

Improvised Action

There are many more things that a combatant could do during a round than can be accounted for in the above actions. When you want to attempt something that is not covered by any of the above actions, you can use an improvised action.

Examples of an improvised action:

“I want to pull the rug out from under that guy.”
“I want to jump on the monster and attack him with my sword while I ride on to his back.”
“I want to talk them into surrendering.”
“I want to break that flask the bad guy is holding.” (attack an object)
“I want to slide down the stairs on my shield while I fire arrows at the enemy.”
“I want to intimidate then into running away.”
“I want to grab that piece of folded parchment that is sticking out of his vest pocket.”
“I want to slide under the table and stab that guy in his ankle with my dagger.”
“I want to sheath my sword and walk up to that guy and tweak his nose.”
“I want to hit that rope with my arrow in such a way as to cut the rope and let the body that is hanging from it fall to the ground.”
“I want to disarm my opponent.” (This could be a called shot to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, or using the flat of a blade to smack a weapon from an enemy’s hand.)
“I want to push him into the pit.” (Use the rules for “Shoving a Creature” – this could include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, this could be any attempt to use brute strength to move an opponent. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a dexterity save.)
“I want to trip that guy.” (This could be any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, hurling an enemy away, sweeping an enemy’s legs, or some other maneuver, this improvised action would allow the warrior to knock an enemy prone.)

The following rules apply to improvised actions:
1. You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible (you can’t fire an arrow into the sky and hit the moon). He may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.
2. The improvised action can also include all or part of your move. Successfully jumping on – or diving into a creature will give you advantage on the attack roll. A failed attempt results in your move stopping at the point there the attack takes place and may grant your opponent an advantage on his next attack against you.
3. To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails. For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss you may end up prone.

Most improvised actions can be resolved as simple contests.
Player: “I want to try to [describes some form of physical contest other than an attack roll].”
DM: “Okay, make a Strength (Athletics) check.”
DM compares result to opponent’s Strength (Athletics) or Dexterity (Acrobatics) check, perhaps giving someone advantage or disadvantage.

DM Notes: Some of the information above deviates somewhat from the official rules. You can consider these to be my House Rules.
Retrieving a stored Item – This should only be allowed as part of your move or action if you don’t have to dig through your backpack to find it.
Speaking – Should be allowed at any time
Disengage – I will only allow this action if you are currently engaged in combat and want to withdraw without provoking an opportunity attack.
Help – It only makes logical sense to be able to help another if there is some action that you could take that might possibly be of help to him.
Improvised action – I got rather wordy here, but I think these should be encouraged.

D&D 5.0 – Weight of Standard Equipment Packs

Nodwick

The Basic Rules for Dungeons and Dragons are available as a free pdf download from Wizards of the Coasts. If you don’t have yours yet they are available here. I am very excited about these and will post a full review later. For now, here is something I hope you will find helpful.

The rules for encumbrance is a variant. However, if you choose to use them it would help if the weight of the various equipment packs were listed in the D&D Basic Rules. I have added up the weight of each of the individual items in each pack and have listed them here. These weights assume a full waterskin, for the packs that contain one. You can subtract 5 lb. for an empty waterskin.

Just out of curiosity, I also added up the cost of the packs if the items were purchased separately. It turns out that most of them really are a bargain, so if you like most of the items they contain, you may as well go with a pack.

Burglar’s Pack (16 gp): Total Weight 46.5 lb (Over 21 gp. if purchased separately.)

Diplomat’s Pack (39 gp): Total Weight 46 lb (Slightly over 39 gp. if purchased separately.)

Dungeoneer’s Pack (12 gp): Total Weight 61.5 lb (Over 17 gp. if purchased separately.)

Entertainer’s Pack (40 gp): Total Weight 38 lb (Over 63 gp. if purchased separately.)

Explorer’s Pack (10 gp): Total Weight 59 lb (Same cost of 10 gp. if purchased separately.)

Priest’s Pack (19 gp): Total Weight 25 lb (Over 27 gp. if purchased separately.)
The Priest’s Pack contains items that are not listed for purchase separately. Here are the values I used.
alms box, [a well-made small wooden box about 1 gp and 1 lb.]
2 blocks of incense, [2 smaller blocks of cheap incense should cost about 1 gp, the weight is negligible]
censer, [a light weight brass censer and chain should be about the same as a holy symbol 5 gp 1 lb]
vestments, [Fine clothes cost 15 gp and weigh 6 lb. so we can use that]

Scholar’s Pack (40 gp): Total Weight 11 lb (Cost of a little over 40 gp. if purchased separately.)
This assumes a small knife cost 2 gold pieces and a little bag of sand is 1 lb.

//

D&D Languages

Language

Updated for 5th edition

Language Typical Speakers Script
Abyssal Demons, chaotic evil outsiders Infernal
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Celestials (angels, devas) Celestial
Common Humans, halflings, half-elves, half-orcs Common
Deep Speech Mind flayers, beholders
Draconic Kobolds, troglodytes, lizardfolk, dragons, dragonborn Draconic
Druidic Druids (only) Druidic
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids, hobgoblins, bugbears Dwarvish
Gnoll Gnolls Common
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils, Tieflings Infernal
Orc Orcs Dwarvish
Primordial Elementals Dwarvish
Sylvan Fey creatures (dryads, brownies, leprechauns) Elvish
Terran Xorns and other earth-based creatures Dwarven
Undercommon Drow, Underdark traders Elvish

Animals, Plants, Vermin, and Oozes typically do not have languages.

Constructs, Deathless, Undead, and Elementals are usually created and understand the language of their creator.

Aberrations are just freaky, and may or may not speak any known language.

This list isn’t intended to be a list of all D&D languages. For one thing, it doesn’t include all race-specific languages. The grell language, for example, is only spoken by the grell. One source says that other creatures cannot learn the grell language. There are a few other languages that are  race-specific, such as the Slaad. I will not attempt to keep this list updated with every monster in the multiverse that has their own race-specific language.

D&D 3.5 – Magic Items Prices

This is a reference for standard prices for magic items (D&D v3.5).

MAGIC ITEMS ON THE BODY
• 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.

Table: Armor and Shields

Item Base Price
+1 shield 1,000 gp
+1 armor 1,000 gp
+2 shield 4,000 gp
+2 armor 4,000 gp
+3 shield 9,000 gp
+3 armor 9,000 gp
+4 shield 16,000 gp
+4 armor 16,000 gp
+5 shield 25,000 gp
+5 armor 25,000 gp

 

Table: Armor Type        

Armor Armor Cost1
Padded +155 gp
Leather +160 gp
Studded leather +175 gp
Chain shirt +250 gp
Hide +165 gp
Scale mail +200 gp
Chainmail +300 gp
Breastplate +350 gp
Splint mail +350 gp
Banded mail +400 gp
Half-plate +750 gp
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: Shield Type        

Shield Shield Cost1
Buckler +165 gp
Shield, light, wooden +153 gp
Shield, light, steel +159 gp
Shield, heavy, wooden +157 gp
Shield, heavy, steel +170 gp
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).

Table: Weapons        

Weapon Bonus Base Price1
+1 2,000 gp
+2 8,000 gp
+3 18,000 gp
+4 32,000 gp
+5 50,000 gp

1 This price is for 50 arrows, crossbow bolts, or sling bullets.

 

Table: Common Melee Weapons        

Weapon Weapon Cost1
Dagger +302 gp
Greataxe +320 gp
Greatsword +350 gp
Kama +302 gp
Longsword +315 gp
Mace, light +305 gp
Mace, heavy +312 gp
Nunchaku +302 gp
Quarterstaff2 +600 gp
Rapier +320 gp
Scimitar +315 gp
Shortspear +302 gp
Siangham +303 gp
Sword, bastard +335 gp
Sword, short +310 gp
Waraxe, dwarven +330 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Uncommon Weapons        

Weapon Weapon Cost1
Axe, orc double2 +660 gp
Battleaxe +310 gp
Chain, spiked +325 gp
Club +300 gp
Crossbow, hand +400 gp
Crossbow, repeating +550 gp
Dagger, punching +302 gp
Falchion +375 gp
Flail, dire2 +690 gp
Flail, heavy +315 gp
Flail, light +308 gp
Gauntlet +302 gp
Gauntlet, spiked +305 gp
Glaive +308 gp
Greatclub +305 gp
Guisarme +309 gp
Halberd +310 gp
Halfspear +301 gp
Hammer, light +301 gp
Handaxe +306 gp
Lance +310 gp
Longspear +305 gp
Morningstar +308 gp
Net +320 gp
Pick, heavy +308 gp
Pick, light +304 gp
Ranseur +310 gp
Sap +301 gp
Scythe +318 gp
Shuriken +301 gp
Sickle +306 gp
Sword, two-bladed2 +700 gp
Trident +315 gp
Urgrosh, dwarven2 +650 gp
Warhammer +312 gp
Whip +301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Common Ranged Weapons        

Weapon Weapon Cost1
Arrows (50) +350 gp
Bolts, crossbow (50) +350 gp
Bullets, sling (50) +350 gp
Axe, throwing +308 gp
Crossbow, heavy +350 gp
Crossbow, light +335 gp
Dart +300 gp 5 sp
Javelin +301 gp
Shortbow +330 gp
Shortbow, composite (+0 Str bonus) +375 gp
Shortbow, composite (+1 Str bonus) +450 gp
Shortbow, composite (+2 Str bonus) +525 gp
Sling +300 gp
Longbow +375 gp
Longbow, composite +400 gp
Longbow, composite (+1 Str bonus) +500 gp
Longbow, composite (+2 Str bonus) +600 gp
Longbow, composite (+3 Str bonus) +700 gp
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: Potions and Oils        

Potion or Oil Market Price
Cure light wounds (potion) 50 gp
Endure elements (potion) 50 gp
Hide from animals (potion) 50 gp
Hide from undead (potion) 50 gp
Jump (potion) 50 gp
Mage armor (potion) 50 gp
Magic fang (potion) 50 gp
Magic stone (oil) 50 gp
Magic weapon (oil) 50 gp
Pass without trace (potion) 50 gp
Protection from (alignment) (potion) 50 gp
Remove fear (potion) 50 gp
Sanctuary (potion) 50 gp
Shield of faith +2 (potion) 50 gp
Shillelagh (oil) 50 gp
Bless weapon (oil) 100 gp
Enlarge person (potion) 250 gp
Reduce person (potion) 250 gp
Aid (potion) 300 gp
Barkskin +2 (potion) 300 gp
Bear’s endurance (potion) 300 gp
Blur (potion) 300 gp
Bull’s strength (potion) 300 gp
Cat’s grace (potion) 300 gp
Cure moderate wounds (potion) 300 gp
Darkness (oil) 300 gp
Darkvision (potion) 300 gp
Delay poison (potion) 300 gp
Eagle’s splendor (potion) 300 gp
Fox’s cunning (potion) 300 gp
Invisibility (potion or oil) 300 gp
Lesser restoration (potion) 300 gp
Levitate (potion or oil) 300 gp
Misdirection (potion) 300 gp
Owl’s wisdom (potion) 300 gp
Protection from arrows 10/magic (potion) 300 gp
Remove paralysis (potion) 300 gp
Resist energy (type) 10 (potion) 300 gp
Shield of faith +3 (potion) 300 gp
Spider climb (potion) 300 gp
Undetectable alignment (potion) 300 gp
Barkskin +3 (potion) 600 gp
Shield of faith +4 (potion) 600 gp
Resist energy (type) 20 (potion) 700 gp
Cure serious wounds (potion) 750 gp
Daylight (oil) 750 gp
Displacement (potion) 750 gp
Flame arrow (oil) 750 gp
Fly (potion) 750 gp
Gaseous form (potion) 750 gp
Greater magic fang +1 (potion) 750 gp
Greater magic weapon +1 (oil) 750 gp
Haste (potion) 750 gp
Heroism (potion) 750 gp
Keen edge (oil) 750 gp
Magic circle against (alignment) (potion) 750 gp
Magic vestment +1 (oil) 750 gp
Neutralize poison (potion) 750 gp
Nondetection (potion) 750 gp
Protection from energy (type) (potion) 750 gp
Rage (potion) 750 gp
Remove blindness/deafness (potion) 750 gp
Remove curse (potion) 750 gp
Remove disease (potion) 750 gp
Tongues (potion) 750 gp
Water breathing (potion) 750 gp
Water walk (potion) 750 gp
Barkskin +4 (potion) 900 gp
Shield of faith +5 (potion) 900 gp
Good hope (potion) 1,050 gp
Resist energy (type) 30 (potion) 1,100 gp
Barkskin +5 (potion) 1,200 gp
Greater magic fang +2 (potion) 1,200 gp
Greater magic weapon +2 (oil) 1,200 gp
Magic vestment +2 (oil) 1,200 gp
Protection from arrows 15/magic (potion) 1,500 gp
Greater magic fang +3 (potion) 1,800 gp
Greater magic weapon +3 (oil) 1,800 gp
Magic vestment +3 (oil) 1,800 gp
Greater magic fang +4 (potion) 2,400 gp
Greater magic weapon +4 (oil) 2,400 gp
Magic vestment +4 (oil) 2,400 gp
Greater magic fang +5 (potion) 3,000 gp
Greater magic weapon +5 (oil) 3,000 gp
Magic vestment +5 (oil) 3,000 gp

 

Table: Rings        

Ring Market Price
Protection +1 2,000 gp
Feather falling 2,200 gp
Sustenance 2,500 gp
Climbing 2,500 gp
Jumping 2,500 gp
Swimming 2,500 gp
Counterspells 4,000 gp
Mind shielding 8,000 gp
Protection +2 8,000 gp
Force shield 8,500 gp
Ram 8,600 gp
Climbing, improved 10,000 gp
Jumping, improved 10,000 gp
Swimming, improved 10,000 gp
Animal friendship 10,800 gp
Energy resistance, minor 12,000 gp
Chameleon power 12,700 gp
Water walking 15,000 gp
Protection +3 18,000 gp
Spell storing, minor 18,000 gp
Invisibility 20,000 gp
Wizardry (I) 20,000 gp
Evasion 25,000 gp
X-ray vision 25,000 gp
Blinking 27,000 gp
Energy resistance, major 28,000 gp
Protection +4 32,000 gp
Wizardry (II) 40,000 gp
Freedom of movement 40,000 gp

Table: Rods        

Rod Market Price
Metamagic, Enlarge, lesser 3,000 gp
Metamagic, Extend, lesser 3,000 gp
Metamagic, Silent, lesser 3,000 gp
Immovable 5,000 gp
Metamagic, Empower, lesser 9,000 gp
Metal and mineral detection 10,500 gp
Cancellation 11,000 gp
Metamagic, Enlarge 11,000 gp
Metamagic, Extend 11,000 gp
Metamagic, Silent 11,000 gp
Wonder 12,000 gp
Python 13,000 gp
Metamagic, Maximize, lesser 14,000 gp
Flame extinguishing 15,000 gp
Viper 19,000 gp
Enemy detection 23,500 gp
Metamagic, Enlarge, greater 24,500 gp
Metamagic, Extend, greater 24,500 gp
Metamagic, Silent, greater 24,500 gp
Splendor 25,000 gp
Withering 25,000 gp
Metamagic, Empower 32,500 gp
Thunder and lightning 33,000 gp
Metamagic, Quicken, lesser 35,000 gp

 

Scrolls:

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.

Table: Arcane Spell Scrolls
0-Level Arcane Spells        

Spell Market Price
acid splash 12 gp 5 sp
arcane mark 12 gp 5 sp
dancing lights 12 gp 5 sp
daze 12 gp 5 sp
detect magic 12 gp 5 sp
detect poison 12 gp 5 sp
disrupt undead 12 gp 5 sp
flare 12 gp 5 sp
ghost sound 12 gp 5 sp
know direction 12 gp 5 sp
light 12 gp 5 sp
lullaby 12 gp 5 sp
mage hand 12 gp 5 sp
mending 12 gp 5 sp
message 12 gp 5 sp
open/close 12 gp 5 sp
prestidigitation 12 gp 5 sp
ray of frost 12 gp 5 sp
read magic 12 gp 5 sp
resistance 12 gp 5 sp
summon instrument 12 gp 5 sp
touch of fatigue 12 gp 5 sp

1st-Level Arcane Spells        

Spell Market Price
alarm 25 gp
animate rope 25 gp
burning hands 25 gp
cause fear 25 gp
charm person 25 gp
chill touch 25 gp
color spray 25 gp
comprehend languages 25 gp
confusion, lesser 50 gp
cure light wounds 50 gp
detect secret doors 25 gp
detect undead 25 gp
disguise self 25 gp
endure elements 25 gp
enlarge person 25 gp
erase 25 gp
expeditious retreat 25 gp
feather fall 25 gp
grease 25 gp
hold portal 25 gp
hypnotism 25 gp
identify 125 gp
jump 25 gp
mage armor 25 gp
magic missile 25 gp
magic weapon 25 gp
mount 25 gp
magic aura 25 gp
obscuring mist 25 gp
protection from chaos/evil/good/law 25 gp
ray of enfeeblement 25 gp
reduce person 25 gp
remove fear 50 gp
shield 25 gp
shocking grasp 25 gp
silent image 25 gp
sleep 25 gp
summon monster I 25 gp
floating disk 25 gp
true strike 25 gp
undetectable alignment 50 gp
unseen servant 25 gp
ventriloquism 25 gp

2nd-Level Arcane Spells        

Spell Market Price
animal messenger 200 gp
animal trance 200 gp
arcane lock 175 gp
bear’s endurance 150 gp
blindness/deafness 150 gp
blur 150 gp
bull’s strength 150 gp
calm emotions 200 gp
cat’s grace 150 gp
command undead 150 gp
continual flame 200 gp
cure moderate wounds 200 gp
darkness 150 gp
darkvision 150 gp
daze monster 150 gp
delay poison 200 gp
detect thoughts 150 gp
disguise self 150 gp
eagle’s splendor 150 gp
enthrall 200 gp
false life 150 gp
flaming sphere 150 gp
fog cloud 150 gp
fox’s cunning 150 gp
ghoul touch 150 gp
glitterdust 150 gp
gust of wind 150 gp
hypnotic pattern 150 gp
invisibility 150 gp
knock 150 gp
phantom trap 200 gp
levitate 150 gp
locate object 150 gp
magic mouth 160 gp
acid arrow 150 gp
minor image 150 gp
mirror image 150 gp
misdirection 150 gp
obscure object 150 gp
owl’s wisdom 150 gp
protection from arrows 150 gp
pyrotechnics 150 gp
resist energy 150 gp
rope trick 150 gp
scare 150 gp
scorching ray 150 gp
see invisibility 150 gp
shatter 150 gp
silence 200 gp
sound burst 200 gp
spectral hand 150 gp
spider climb 150 gp
summon monster II 150 gp
summon swarm 150 gp
hideous laughter 150 gp
touch of idiocy 150 gp
web 150 gp
whispering wind 150 gp

3rd-Level Arcane Spells        

Spell Market Price
arcane sight 375 gp
blink 375 gp
clairaudience/clairvoyance 375 gp
cure serious wounds 525 gp
daylight 525 gp
deep slumber 375 gp
dispel magic 375 gp
displacement 375 gp
explosive runes 375 gp
fireball 375 gp
flame arrow 375 gp
fly 375 gp
gaseous form 375 gp
gentle repose 375 gp
glibness 525 gp
good hope 525 gp
halt undead 375 gp
haste 375 gp
heroism 375 gp
hold person 375 gp
illusory script 425 gp
invisibility sphere 375 gp
keen edge 375 gp
tiny hut 375 gp
lightning bolt 375 gp
magic circle against chaos/evil/good/law 375 gp
magic weapon, greater 375 gp
major image 375 gp
nondetection 425 gp
phantom steed 375 gp
protection from energy 375 gp
rage 375 gp
ray of exhaustion 375 gp
sculpt sound 525 gp
secret page 375 gp
sepia snake sigil 875 gp
shrink item 375 gp
sleet storm 375 gp
slow 375 gp
speak with animals 525 gp
stinking cloud 375 gp
suggestion 375 gp
summon monster III 375 gp
tongues 375 gp
vampiric touch 375 gp
water breathing 375 gp
wind wall 375 gp

4th-Level Arcane Spells        

Spell Market Price
animate dead 1,050 gp
arcane eye 700 gp
bestow curse 700 gp
charm monster 700 gp
confusion 700 gp
contagion 700 gp
crushing despair 700 gp
cure critical wounds 1,000 gp
detect scrying 700 gp
dimension door 700 gp
dimensional anchor 700 gp
enervation 700 gp
enlarge person, mass 700 gp
black tentacles 700 gp
fear 700 gp
fire shield 700 gp
fire trap 725 gp
freedom of movement 1,000 gp
geas, lesser 700 gp
globe of invulnerability, lesser 700 gp
hallucinatory terrain 700 gp
ice storm 700 gp
illusory wall 700 gp
invisibility, greater 700 gp
secure shelter 700 gp
locate creature 700 gp
minor creation 700 gp
modify memory 1,000 gp
neutralize poison 1,000 gp
resilient sphere 700 gp
phantasmal killer 700 gp
polymorph 700 gp
rainbow pattern 700 gp
mnemonic enhancer 700 gp
reduce person, mass 700 gp
remove curse 700 gp
repel vermin 1,000 gp
scrying 700 gp
shadow conjuration 700 gp
shout 700 gp
solid fog 700 gp
speak with plants 1,000 gp
stone shape 700 gp
stoneskin 950 gp
summon monster IV 700 gp
wall of fire 700 gp
wall of ice 700 gp
zone of silence 1,000 gp

5th-Level Arcane Spells        

Spell Market Price
animal growth 1,125 gp
baleful polymorph 1,125 gp
interposing hand 1,125 gp
blight 1,125 gp
break enchantment 1,125 gp
cloudkill 1,125 gp
cone of cold 1,125 gp
contact other plane 1,125 gp
cure light wounds, mass 1,625 gp
dismissal 1,125 gp
dispel magic, greater 1,625 gp
dominate person 1,125 gp
dream 1,125 gp
fabricate 1,125 gp
false vision 1,375 gp
feeblemind 1,125 gp
hold monster 1,125 gp
secret chest 1,125 gp
magic jar 1,125 gp
major creation 1,125 gp
mind fog 1,125 gp
mirage arcana 1,125 gp
mage’s faithful hound 1,125 gp
mage’s private sanctum 1,125 gp
nightmare 1,125 gp
overland flight 1,125 gp
passwall 1,125 gp
permanency 10,125 gp1
persistent image 1,125 gp
planar binding, lesser 1,125 gp
prying eyes 1,125 gp
telepathic bond 1,125 gp
seeming 1,125 gp
sending 1,125 gp
shadow evocation 1,125 gp
song of discord 1,625 gp
summon monster V 1,125 gp
symbol of pain 2,125 gp
symbol of sleep 2,125 gp
telekinesis 1,125 gp
teleport 1,125 gp
transmute mud to rock 1,125 gp
transmute rock to mud 1,125 gp
wall of force 1,125 gp
wall of stone 1,125 gp
waves of fatigue 1,125 gp

1 Includes experience point cost up to 2,000 XP.
6th-Level Arcane Spells        

Spell Market Price
acid fog 1,650 gp
analyze dweomer 1,650 gp
animate objects 2,400 gp
antimagic field 1,650 gp
bear’s endurance, mass 1,650 gp
forceful hand 1,650 gp
bull’s strength, mass 1,650 gp
cat’s grace, mass 1,650 gp
chain lightning 1,650 gp
circle of death 2,150 gp
contingency 1,650 gp
control water 1,650 gp
create undead 2,350 gp
cure moderate wounds, mass 2,400 gp
disintegrate 1,650 gp
dispel magic, greater 1,650 gp
eagle’s splendor, mass 1,650 gp
eyebite 1,650 gp
find the path 2,400 gp
flesh to stone 1,650 gp
fox’s cunning, mass 1,650 gp
geas/quest 1,650 gp
globe of invulnerability 1,650 gp
guards and wards 1,650 gp
heroes’ feast 2,400 gp
heroism, greater 1,650 gp
legend lore 1,900 gp
mislead 1,650 gp
mage’s lucubration 1,650 gp
move earth 1,650 gp
freezing sphere 1,650 gp
owl’s wisdom, mass 1,650 gp
permanent image 1,650 gp
planar binding 1,650 gp
programmed image 1,675 gp
repulsion 1,650 gp
shadow walk 1,650 gp
stone to flesh 1,650 gp
suggestion, mass 1,650 gp
summon monster VI 1,650 gp
symbol of fear 2,650 gp
symbol of persuasion 6,650 gp
sympathetic vibration 2,400 gp
transformation 1,950 gp
true seeing 1,900 gp
undeath to death 2,150 gp
veil 1,650 gp
wall of iron 1,700 gp

7th-Level Arcane Spells        

Spell Market Price
arcane sight, greater 2,275 gp
banishment 2,275 gp
grasping hand 2,275 gp
control undead 2,275 gp
control weather 2,275 gp
delayed blast fireball 2,275 gp
instant summons 3,275 gp
ethereal jaunt 2,275 gp
finger of death 2,275 gp
forcecage 23775 gp
hold person, mass 2,275 gp
insanity 2,275 gp
invisibility, mass 2,275 gp
limited wish 3,775 gp1
mage’s magnificent mansion 2,275 gp
mage’s sword 2,275 gp
phase door 2,275 gp
plane shift 2,275 gp
power word blind 2,275 gp
prismatic spray 2,275 gp
project image 2,280 gp
reverse gravity 2,275 gp
scrying, greater 2,275 gp
sequester 2,275 gp
shadow conjuration, greater 2,275 gp
simulacrum 7,275 gp2
spell turning 2,275 gp
statue 2,275 gp
summon monster VII 2,275 gp
symbol of stunning 7,275 gp
symbol of weakness 7,275 gp
teleport object 2,275 gp
teleport, greater 2,275 gp
vision 2,775 gp
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        

Spell Market Price
antipathy 3,000 gp
clenched fist 3,000 gp
binding 8,500 gp1
charm monster, mass 3,000 gp
clone 4,000 gp
create greater undead 3,000 gp
demand 3,600 gp
dimensional lock 3,000 gp
discern location 3,000 gp
horrid wilting 3,000 gp
incendiary cloud 3,000 gp
iron body 3,000 gp
maze 3,000 gp
mind blank 3,000 gp
moment of prescience 3,000 gp
telekinetic sphere 3,000 gp
irresistible dance 3,000 gp
planar binding, greater 3,000 gp
polar ray 3,000 gp
polymorph any object 3,000 gp
power word stun 3,000 gp
prismatic wall 3,000 gp
protection from spells 3,500 gp
prying eyes, greater 3,000 gp
scintillating pattern 3,000 gp
screen 3,000 gp
shadow evocation, greater 3,000 gp
shout, greater 3,000 gp
summon monster VIII 3,000 gp
sunburst 3,000 gp
symbol of death 8,000 gp
symbol of insanity 8,000 gp
sympathy 4,500 gp
temporal stasis 3,500 gp
trap the soul 13,000 gp1

1 Assumes a creature of 10 HD or less.
9th-Level Arcane Spells        

Spell Market Price
astral projection 4,870 gp
crushing hand 3,825 gp
dominate monster 3,825 gp
energy drain 3,825 gp
etherealness 3,825 gp
foresight 3,825 gp
freedom 3,825 gp
gate 8,825 gp
hold monster, mass 3,825 gp
imprisonment 3,825 gp
meteor swarm 3,825 gp
mage’s disjunction 3,825 gp
power word kill 3,825 gp
prismatic sphere 3,825 gp
refuge 3,825 gp
shades 3,825 gp
shapechange 3,825 gp
soul bind 3,825 gp
summon monster IX 3,825 gp
teleportation circle 4,825 gp
time stop 3,825 gp
wail of the banshee 3,825 gp
weird 3,825 gp
wish 28,825 gp1

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        

Spell Market Price
create water 12 gp 5 sp
cure minor wounds 12 gp 5 sp
detect magic 12 gp 5 sp
detect poison 12 gp 5 sp
flare 12 gp 5 sp
guidance 12 gp 5 sp
inflict minor wounds 12 gp 5 sp
know direction 12 gp 5 sp
light 12 gp 5 sp
mending 12 gp 5 sp
purify food and drink 12 gp 5 sp
read magic 12 gp 5 sp
resistance 12 gp 5 sp
virtue 12 gp 5 sp

1st-Level Divine Spells        

Spell Market Price
alarm 100 gp
bane 25 gp
bless 25 gp
bless water 50 gp
bless weapon 100 gp
calm animals 25 gp
cause fear 25 gp
charm animal 25 gp
command 25 gp
comprehend languages 25 gp
cure light wounds 25 gp
curse water 50 gp
deathwatch 25 gp
detect animals or plants 25 gp
detect chaos/evil/good/law 25 gp
detect snares and pits 25 gp
detect undead 25 gp
divine favor 25 gp
doom 25 gp
endure elements 25 gp
entangle 25 gp
entropic shield 25 gp
faerie fire 25 gp
goodberry 25 gp
hide from animals 25 gp
hide from undead 25 gp
inflict light wounds 25 gp
jump 25 gp
longstrider 25 gp
magic fang 25 gp
magic stone 25 gp
magic weapon 25 gp
obscuring mist 25 gp
pass without trace 25 gp
produce flame 25 gp
protection from chaos/evil/good/law 25 gp
remove fear 25 gp
sanctuary 25 gp
shield of faith 25 gp
shillelagh 25 gp
speak with animals 25 gp
summon monster I 25 gp
summon nature’s ally I 25 gp

2nd-Level Divine Spells        

Spell Market Price
animal messenger 150 gp
animal trance 150 gp
augury 175 gp
barkskin 150 gp
bear’s endurance 150 gp
bull’s strength 150 gp
calm emotions 150 gp
cat’s grace 150 gp
chill metal 150 gp
consecrate 200 gp
cure moderate wounds 150 gp
darkness 150 gp
death knell 150 gp
delay poison 150 gp
desecrate 200 gp
eagle’s splendor 150 gp
enthrall 150 gp
find traps 150 gp
fire trap 175 gp
flame blade 150 gp
flaming sphere 150 gp
fog cloud 150 gp
gentle repose 150 gp
gust of wind 150 gp
heat metal 150 gp
hold animal 150 gp
hold person 150 gp
inflict moderate wounds 150 gp
make whole 150 gp
owl’s wisdom 150 gp
reduce animal 150 gp
remove paralysis 150 gp
resist energy 150 gp
restoration, lesser 150 gp
shatter 150 gp
shield other 150 gp
silence 150 gp
snare 150 gp
soften earth and stone 150 gp
sound burst 150 gp
speak with plants 150 gp
spider climb 150 gp
spiritual weapon 150 gp
status 150 gp
summon monster II 150 gp
summon nature’s ally II 150 gp
summon swarm 150 gp
tree shape 150 gp
undetectable alignment 150 gp
warp wood 150 gp
wood shape 150 gp
zone of truth 150 gp

3rd-Level Divine Spells        

Spell Market Price
animate dead 625 gp
bestow curse 375 gp
blindness/deafness 375 gp
call lightning 375 gp
contagion 375 gp
continual flame 425 gp
create food and water 375 gp
cure serious wounds 375 gp
darkvision 375 gp
daylight 375 gp
deeper darkness 375 gp
diminish plants 375 gp
dispel magic 375 gp
dominate animal 375 gp
glyph of warding 575 gp
heal mount 375 gp
helping hand 375 gp
inflict serious wounds 375 gp
invisibility purge 375 gp
locate object 375 gp
magic circle against chaos/evil/good/law 375 gp
magic fang, greater 375 gp
magic vestment 375 gp
meld into stone 375 gp
neutralize poison 375 gp
obscure object 375 gp
plant growth 375 gp
prayer 375 gp
protection from energy 375 gp
quench 375 gp
remove blindness/deafness 375 gp
remove curse 375 gp
remove disease 375 gp
searing light 375 gp
sleet storm 375 gp
snare 375 gp
speak with dead 375 gp
speak with plants 375 gp
spike growth 375 gp
stone shape 375 gp
summon monster III 375 gp
summon nature’s ally III 375 gp
water breathing 375 gp
water walk 375 gp
wind wall 375 gp

4th-Level Divine Spells        

Spell Market Price
air walk 700 gp
antiplant shell 700 gp
blight 700 gp
break enchantment 700 gp
command plants 700 gp
control water 700 gp
cure critical wounds 700 gp
death ward 700 gp
dimensional anchor 700 gp
discern lies 700 gp
dismissal 700 gp
divination 725 gp
divine power 700 gp
freedom of movement 700 gp
giant vermin 700 gp
holy sword 700 gp
imbue with spell ability 700 gp
inflict critical wounds 700 gp
magic weapon, greater 700 gp
nondetection 750 gp
planar ally, lesser 1,200 gp
poison 700 gp
reincarnate 700 gp
repel vermin 700 gp
restoration 800 gp
rusting grasp 700 gp
sending 700 gp
spell immunity 700 gp
spike stones 700 gp
summon monster IV 700 gp
summon nature’s ally IV 700 gp
tongues 700 gp
tree stride 700 gp

5th-Level Divine Spells        

Spell Market Price
animal growth 1,125 gp
atonement 3,625 gp
awaken 2,375 gp
baleful polymorph 1,125 gp
break enchantment 1,125 gp
call lightning storm 1,125 gp
command, greater 1,125 gp
commune 1,625 gp
commune with nature 1,125 gp
control winds 1,125 gp
cure light wounds, mass 1,125 gp
dispel chaos/evil/good/law 1,125 gp
disrupting weapon 1,125 gp
flame strike 1,125 gp
hallow 6,125 gp1
ice storm 1,125 gp
inflict light wounds, mass 1,125 gp
insect plague 1,125 gp
mark of justice 1,125 gp
plane shift 1,125 gp
raise dead 6,125 gp
righteous might 1,125 gp
scrying 1,125 gp
slay living 1,125 gp
spell resistance 1,125 gp
stoneskin 1,375 gp
summon monster V 1,125 gp
summon nature’s ally V 1,125 gp
symbol of pain 2,125 gp
symbol of sleep 2,125 gp
transmute mud to rock 1,125 gp
transmute rock to mud 1,125 gp
true seeing 1,375 gp
unhallow 6,125 gp1
wall of fire 1,125 gp
wall of stone 1,125 gp
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        

Spell Market Price
animate objects 1,650 gp
antilife shell 1,650 gp
banishment 1,650 gp
bear’s endurance, mass 1,650 gp
blade barrier 1,650 gp
bull’s strength, mass 1,650 gp
cat’s grace, mass 1,650 gp
create undead 1,650 gp
cure moderate wounds, mass 1,650 gp
dispel magic, greater 1,650 gp
eagle’s splendor, mass 1,650 gp
find the path 1,650 gp
fire seeds 1,650 gp
forbiddance 4,650 gp1
geas/quest 1,650 gp
glyph of warding, greater 1,650 gp
harm 1,650 gp
heal 1,650 gp
heroes’ feast 1,650 gp
inflict moderate wounds, mass 1,650 gp
ironwood 1,650 gp
liveoak 1,650 gp
move earth 1,650 gp
owl’s wisdom, mass 1,650 gp
planar ally 2,400 gp
repel wood 1,650 gp
spellstaff 1,650 gp
stone tell 1,650 gp
summon monster VI 1,650 gp
summon nature’s ally VI 1,650 gp
symbol of fear 2,650 gp
symbol of persuasion 6,650 gp
transport via plants 1,650 gp
undeath to death 2,150 gp
wind walk 1,650 gp
word of recall 1,650 gp

1 Assumes an area equivalent to one 60-foot cube.
7th-Level Divine Spells        

Spell Market Price
animate plants 2,275 gp
blasphemy 2,275 gp
changestaff 2,275 gp
control weather 2,275 gp
creeping doom 2,275 gp
cure serious wounds, mass 2,275 gp
destruction 2,275 gp
dictum 2,275 gp
ethereal jaunt 2,275 gp
holy word 2,275 gp
inflict serious wounds, mass 2,275 gp
refuge 3,775 gp
regenerate 2,275 gp
repulsion 2,275 gp
restoration, greater 4,775 gp
resurrection 12,275 gp
scrying, greater 2,275 gp
summon monster VII 2,275 gp
summon nature’s ally VII 2,275 gp
sunbeam 2,275 gp
symbol of stunning 7,275 gp
symbol of weakness 7,275 gp
transmute metal to wood 2,275 gp
word of chaos 2,275 gp

8th-Level Divine Spells        

Spell Market Price
animal shapes 3,000 gp
antimagic field 3,000 gp
cloak of chaos 3,000 gp
control plants 3,000 gp
create greater undead 3,600 gp
cure critical wounds, mass 3,000 gp
dimensional lock 3,000 gp
discern location 3,000 gp
earthquake 3,000 gp
finger of death 3,000 gp
fire storm 3,000 gp
holy aura 3,000 gp
inflict critical wounds, mass 3,000 gp
planar ally, greater 5,500 gp
repel metal or stone 3,000 gp
reverse gravity 3,000 gp
shield of law 3,000 gp
spell immunity, greater 3,000 gp
summon monster VIII 3,000 gp
summon nature’s ally VIII 3,000 gp
sunburst 3,000 gp
symbol of death 8,000 gp
symbol of insanity 8,000 gp
unholy aura 3,000 gp
whirlwind 3,000 gp

9th-Level Divine Spells        

Spell Market Price
antipathy 3,825 gp
astral projection 4,870 gp
elemental swarm 3,825 gp
energy drain 3,825 gp
etherealness 3,825 gp
foresight 3,825 gp
gate 8,825 gp
heal, mass 3,825 gp
implosion 3,825 gp
miracle 28,825 gp1
regenerate 3,825 gp
shambler 3,825 gp
shapechange 3,825 gp
soul bind 3,825 gp
storm of vengeance 3,825 gp
summon monster IX 3,825 gp
summon nature’s ally IX 3,825 gp
sympathy 5,325 gp
true resurrection 28,825 gp

1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.

 

Table: Staffs        

Staff Market Price
Charming 16,500 gp
Fire 17,750 gp
Swarming insects 24,750 gp
Healing 27,750 gp
Size alteration 29,000 gp
Illumination 48,250 gp
Frost 56,250 gp
Defense 58,250 gp

Table: Minor Wondrous Items        

Item Market Price
Feather token, anchor 50 gp
Universal solvent 50 gp
Elixir of love 150 gp
Unguent of timelessness 150 gp
Feather token, fan 200 gp
Dust of tracelessness 250 gp
Elixir of hiding 250 gp
Elixir of sneaking 250 gp
Elixir of swimming 250 gp
Elixir of vision 250 gp
Silversheen 250 gp
Feather token, bird 300 gp
Feather token, tree 400 gp
Feather token, swan boat 450 gp
Elixir of truth 500 gp
Feather token, whip 500 gp
Dust of dryness 850 gp
Bag of tricks, gray 900 gp
Hand of the mage 900 gp
Bracers of armor +1 1,000 gp
Cloak of resistance +1 1,000 gp
Phylactery of faithfulness 1,000 gp
Salve of slipperiness 1,000 gp
Elixir of fire breath 1,100 gp
Pipes of the sewers 1,150 gp
Dust of illusion 1,200 gp
Goggles of minute seeing 1,250 gp
Brooch of shielding 1,500 gp
Dust of appearance 1,800 gp
Hat of disguise 1,800 gp
Pipes of sounding 1,800 gp
Efficient quiver 1,800 gp
Amulet of natural armor +1 2,000 gp
Handy haversack 2,000 gp
Horn of fog 2,000 gp
Robe of bones 2,400 gp
Sovereign glue 2,400 gp
Bag of holding type I 2,500 gp
Boots of elvenkind 2,500 gp
Boots of the winterlands 2,500 gp
Candle of truth 2,500 gp
Cloak of elvenkind 2,500 gp
Eyes of the eagle 2,500 gp
Scarab, golembane 2,500 gp
Stone of alarm 2,700 gp
Bag of tricks, rust 3,000 gp
Bead of force 3,000 gp
Chime of opening 3,000 gp
Horseshoes of speed 3,000 gp
Rope of climbing 3,000 gp
Dust of disappearance 3,500 gp
Lens of detection 3,500 gp
Vestment, druid’s 3,750 gp
Figurine of wondrous power, silver raven 3,800 gp
Amulet of health +2 4,000 gp
Bracers of armor +2 4,000 gp
Cloak of Charisma +2 4,000 gp
Cloak of resistance +2 4,000 gp
Gauntlets of ogre power 4,000 gp
Gloves of arrow snaring 4,000 gp
Gloves of Dexterity +2 4,000 gp
Headband of intellect +2 4,000 gp
Ioun stone, clear spindle 4,000 gp
Restorative ointment 4,000 gp
Marvelous pigments 4,000 gp
Periapt of Wisdom +2 4,000 gp
Stone salve 4,000 gp
Circlet of persuasion 4,500 gp
Slippers of spider climbing 4,800 gp
Incense of meditation 4,900 gp
Bag of holding type II 5,000 gp
Bracers of archery, lesser 5,000 gp
Ioun stone, dusty rose prism 5,000 gp
Helm of comprehend languages and read magic 5,200 gp
Vest of escape 5,200 gp
Eversmoking bottle 5,400 gp
Sustaining spoon 5,400 gp
Boots of striding and springing 5,500 gp
Wind fan 5,500 gp
Amulet of mighty fists +1 6,000 gp
Horseshoes of a zephyr 6,000 gp
Pipes of haunting 6,000 gp
Gloves of swimming and climbing 6,250 gp
Bag of tricks, tan 6,300 gp
Circlet of blasting, minor 6,480 gp
Horn of goodness/evil 6,500 gp
Robe of useful items 7,000 gp
Boat, folding 7,200 gp
Cloak of the manta ray 7,200 gp
Bottle of air 7,250 gp
Bag of holding type III 7,400 gp
Periapt of health 7,400 gp

Table: Medium Wondrous Items        

Item Market Price
Boots of levitation 7,500 gp
Harp of charming 7,500 gp
Amulet of natural armor +2 8,000 gp
Golem manual, flesh 8,000 gp
Hand of glory 8,000 gp
Ioun stone, deep red sphere 8,000 gp
Ioun stone, incandescent blue sphere 8,000 gp
Ioun stone, pale blue rhomboid 8,000 gp
Ioun stone, pink and green sphere 8,000 gp
Ioun stone, pink rhomboid 8,000 gp
Ioun stone, scarlet and blue sphere 8,000 gp
Deck of illusions 8,100 gp
Candle of invocation 8,400 gp
Bracers of armor +3 9,000 gp
Cloak of resistance +3 9,000 gp
Decanter of endless water 9,000 gp
Necklace of adaptation 9,000 gp
Pearl of power, 3rd-level spell 9,000 gp
Talisman of the sphere 9,000 gp
Figurine of wondrous power, serpentine owl 9,100 gp
Strand of prayer beads, lesser 9,600 gp
Bag of holding type IV 10,000 gp
Figurine of wondrous power, bronze griffon 10,000 gp
Figurine of wondrous power, ebony fly 10,000 gp
Glove of storing 10,000 gp
Ioun stone, dark blue rhomboid 10,000 gp
Stone horse, courser 10,000 gp
Cape of the mountebank 10,080 gp
Gauntlet of rust 11,500 gp
Boots of speed 12,000 gp
Goggles of night 12,000 gp
Golem manual, clay 12,000 gp
Medallion of thoughts 12,000 gp
Pipes of pain 12,000 gp
Blessed book 12,500 gp
Belt, monk’s 13,000 gp
Gem of brightness 13,000 gp
Lyre of building 13,000 gp
Cloak of arachnida 14,000 gp
Stone horse, destrier 14,800 gp
Belt of dwarvenkind 14,900 gp
Periapt of wound closure 15,000 gp
Horn of the tritons 15,100 gp
Pearl of the sirines 15,300 gp
Figurine of wondrous power, onyx dog 15,500 gp
Amulet of health +4 16,000 gp
Belt of giant Strength +4 16,000 gp
Boots, winged 16,000 gp
Bracers of armor +4 16,000 gp
Cloak of Charisma +4 16,000 gp
Cloak of resistance +4 16,000 gp
Gloves of Dexterity +4 16,000 gp
Headband of intellect +4 16,000 gp
Pearl of power, 4th-level spell 16,000 gp
Periapt of Wisdom +4 16,000 gp
Scabbard of keen edges 16,000 gp
Figurine of wondrous power, golden lions 16,500 gp
Chime of interruption 16,800 gp
Broom of flying 17,000 gp
Figurine of wondrous power, marble elephant 17,000 gp
Amulet of natural armor +3 18,000 gp
Ioun stone, iridescent spindle 18,000 gp
Bracelet of friends 19,000 gp
Carpet of flying, 5 ft. by 5 ft. 20,000 gp
Horn of blasting 20,000 gp
Ioun stone, pale lavender ellipsoid 20,000 gp
Ioun stone, pearly white spindle 20,000 gp
Portable hole 20,000 gp
Stone of good luck (luckstone) 20,000 gp
Figurine of wondrous power, ivory goats 21,000 gp
Rope of entanglement 21,000 gp
Golem manual, stone 22,000 gp
Mask of the skull 22,000 gp
Mattock of the titans 23,348 gp
Circlet of blasting, major 23,760 gp
Amulet of mighty fists +2 24,000 gp
Cloak of displacement, minor 24,000 gp
Helm of underwater action 24,000 gp
Bracers of archery, greater 25,000 gp
Bracers of armor +5 25,000 gp
Cloak of resistance +5 25,000 gp
Eyes of doom 25,000 gp
Pearl of power, 5th-level spell 25,000 gp
Maul of the titans 25,305 gp
Strand of prayer beads 25,800 gp
Cloak of the bat 26,000 gp
Iron bands of binding 26,000 gp
Cube of frost resistance 27,000 gp
Helm of telepathy 27,000 gp
Periapt of proof against poison 27,000 gp
Robe of scintillating colors 27,000 gp
Manual of bodily health +1 27,500 gp
Manual of gainful exercise +1 27,500 gp
Manual of quickness in action +1 27,500 gp
Tome of clear thought +1 27,500 gp
Tome of leadership and influence +1 27,500 gp
Tome of understanding +1 27,500 gp

 

Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

Bag Bag Weight Contents Weight Limit Contents Volume Limit Market Price
Type I 15 lb. 250 lb. 30 cu. ft. 2,500 gp
Type II 25 lb. 500 lb. 70 cu. ft. 5,000 gp
Type III 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp
Type IV 60 lb. 1,500 lb. 250 cu. ft. 10,000 gp

Carpet of Flying: This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

Size Capacity Speed Weight Market Price
5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp
5 ft. by 10 ft. 400 lb. 40 ft. 15 lb. 35,000 gp
10 ft. by 10 ft. 800 lb. 40 ft. 10 lb. 60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.


Ioun Stones: These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

Color Shape Effect Market Price
Clear Spindle Sustains creature without food or water 4,000 gp
Dusty rose Prism +1 insight bonus to AC 5,000 gp
Deep red Sphere +2 enhancement bonus to Dexterity 8,000 gp
Incandescent blue Sphere +2 enhancement bonus to Wisdom 8,000 gp
Pale blue Rhomboid +2 enhancement bonus to Strength 8,000 gp
Pink Rhomboid +2 enhancement bonus to Constitution 8,000 gp
Pink and green Sphere +2 enhancement bonus to Charisma 8,000 gp
Scarlet and blue Sphere +2 enhancement bonus to Intelligence 8,000 gp
Dark blue Rhomboid Alertness (as the feat) 10,000 gp
Vibrant purple Prism Stores three levels of spells, as a ring of spell storing 36,000 gp
Iridescent Spindle Sustains creature without air 18,000 gp
Pale lavender Ellipsoid Absorbs spells of 4th level or lower1 20,000 gp
Pearly white Spindle Regenerate 1 point of damage per hour 20,000 gp
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Orange Prism +1 caster level 30,000 gp
Lavender and green Ellipsoid Absorbs spells of 8th level or lower2 40,000 gp

1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.
2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.
Regeneration from the pearly white ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).