Dungeon Master Assistance

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Iconic D&D Characters

In my D&D Lite games everyone plays an iconic D&D character. These are the 11 core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class. All of the class descriptions in the players handbook apply with these exceptions:

Weapon  and  Armor  Proficiency:  These are not assigned per class. You start out only proficient with the armor and weapons you own.  You can quickly become proficient with other armor and weapons by using them in combat.

Quest skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Search, and Spot. Skill check modifiers for these skills will include a bonus equal to your class level.

Class Skills: [These are different from the class skills listed in the players handbook.] Each class has a set of skills they are especially good at. This may reflect special training in that skill. Members of the class receive a +3 class bonus to these skill checks as well as a bonus equal to your class level.

Alignment: Other than clerics whose alignment must match that of their deity and paladins whose alignment is always Lawful Good, your character can be of any non-evil alignment or no alignment at all.

Feats: We aren’t using feats. Each class receives specific abilities (many are identical to feats) presented for each class at each level.

I will be posting the specifics for each individual class seperately.

Eliminating Feats

“In a classic D&D game you might make one choice: dwarf. Then you fill in all the other details if you like. In AD&D, you make two choices: dwarf and fighter. Again, you fill in all the other details. As the game evolved, players gained more choices to help create the character they wanted to play. Second Edition expanded the proficiency system and introduced kits. Third Edition replaced proficiencies with skills and feats, and it added prestige classes. Fourth Edition ditched prestige classes but brought in paragon paths, epic destinies, backgrounds, and themes.” Form: Beyond Class and Race

I have mentioned before that I prefer Third Edition to any of the others. However, I really enjoyed the open-endedness and fun of First edition. To bring back some of the feel of First Edition I have proposed to require only that you select a race and class. All of your player character’s skills and abilities – which improve as you advance in level – are determined based on those first two choices. The one exception is a single additional skill of your choosing that you can add to represent your characters background and the type of character you want to play. This skill will also improve as you advance in level.

Some objections that I hear to removing feats: “Feats are the principle means for customizing my character. Won’t a total lack of build options and feats make all the characters the same? How will I make a character that is unique and matches my vision of the character I want to play?”

My answer to these objections is that the characters that people played in the First and Second editions were as varied as 90% of the characters being played in later editions. You vision of your character and how you actually play that character has more to do with the type of character than any combination of feats and skills. Furthermore, I find that most players tend to choose the same feats all of the time. Rather than attempting to make a character that has a fun story they tend to design characters for maximum combat effectiveness. To eliminate feats and have D&D v3.5 play more like the early versions of the game, I provide each different character class with its own set of special abilities. Many of these abilities are identical to feats. As the character advances in level additional abilities are added. For this to work, you can not play a multiclass character. All characters become iconic D&D characters. These are the eleven core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class.

Replacing Attacks of Opportunity

Wizards of the Coast admits on their website that “Arguments about attacks of opportunity happen frequently.” I seriously considered eliminating them altogether, but that creates problems of its on. For instance, in D&D v3.5 there is nothing other than attacks of opportunity (AoO) that would prevent a hero from walking past a row of armed guards to get to the wizard they are protecting. My proposal to eliminate AoO and to simplify combat is this: Don’t allow anyone to pass through a threatened square. Also, don’t allow anyone to perform non-attack actions within a threatened square. That is too simple, of course, so we will allow you to do any of these things if you make a successful ability check – what I call a “heroic action.” Below is from my Dungeons and Dragons Lite house rules.

There are no Attacks of Opportunity. Ignore all references in the PHB to Attacks of Opportunity and use this rule instead.

Definition of a threatened square: A creature threatens all squares into which it can make an armed melee attack.

In a combat round your character can enter or exit a threatened square, but you must use a heroic action to enter and then exit (pass through) one or more threatened squares. (Refer to my previous Heroic Actions post.)

While within a threatened square the only thing you are allowed to do is attack with a melee weapon you have in your hand. Anything else you may want to attempt will require a successful heroic action check.

WITHIN A THREATENED SQUARE
Some of the things that require a heroic action to accomplish while within a threatened square are:

  • Attack with (or load or prepare to attack with) a ranged weapon, including splash weapons
  • Cast a spell, read a scroll, drink a potion or apply an oil
  • Pick up, retrieve, draw or store an item (including weapons)
  • Deliver a coup de grace
  • Escape from a net or any other entanglement
  • Light a torch or perform any other non-combat activity other than speaking

MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You can attempt the desired action.
FAILURE: You loose your turn.

MOVING THROUGH THREATENED SQUARES (a move action)
As part of your move action, you enter into a threatened square and proceed out the other side. You may want to use this to get past armed guards to reach the magic user they are guarding, or to attack someone armed with a reach weapon.
MODIFIER: Tumble modifier
DC MODIFIER: +5, +2 for each additional opponent after the first one
SUCCESS: You tumble through the threatened squares. Your move rate for your entire move is 1/2 your normal move rate.
OPTIONS: Add +2 to the DC to move at your normal move rate.
FAILURE: Failure results in your move ending inside the first threatened square you enter.

Note regarding reach weapons: When your opponent is using a reach weapon, you must use a heroic action to pass through a threatened square in order to attack him. Otherwise, your move must end when you enter the threatened square.

These rules apply only to squares that are threatened by your opponents. There are no restrictions on your activity within squares that are only threatened by your allies.

Heroic actions

This is an excerpt from my D&D Lite rules. It is a house rule intended to simplify D&D v3.5 special combat rules.

Special attacks become “heroic actions” which are level checks. This one mechanic replaces the rules for: Bull rush, Disarm, Grappling, Overrun, Sunder, Trip and others. It allows for other special attacks and actions as well.

The reasons for this change:
1) To reduce the number of complex rules – making the game easier, faster and more fun. We don’t want to be looking up the rules all of the time. The last thing anyone wants is for someone to not use a special attack because they think that the rule makes it too difficult to use.
2) Combat is not all about running through a series of trained moves like an automaton. A successful warrior seizes every opportunity to give him an advantage and makes use of the environment to give him an edge. Heroic actions can be anything from throwing sand in an opponent’s eyes, swinging on a chandelier or pushing opponents back 10 feet and off a cliff. Any class can attempt a heroic action. Heroic actions do not do damage per se but rather do damage as dependent on environment or impact, so pushing someone over a cliff does damage… as does setting fire to them.

A heroic action check is a level check to which the character will add an ability or skill modifier. The DC is 10 + the creature’s Challenge Level + any additional modifiers that may apply.

To perform a heroic action check:
First name what you intend to do and the effect you want to achieve. The DM will determine and tell you the DC. You then roll 1d20 and add your character level. To this you can add certain modifiers. Examples of possible modifiers are given below. The Difficulty Class (DC) for heroic actions is 10 + the challenge level (CL) of your opponent + modifiers (if any).  If your total matches or exceeds the DC your heroic action succeeds.

The following rules apply to heroic actions:
1.    A heroic action may be a move action, an attack action, or a full round action.
2.    You may only attempt one heroic action per round.
3.    You must declare the heroic action before you roll.
4.    The heroic action must be within the reasonable ability of your character to perform, given the character’s level and the enemy’s size and power.
5.    You can not take 10, or take 20 on a heroic action check
6.    If you roll a natural 1 your attempt fails regardless of any bonuses.
7.    A roll of a natural 20 is always a success.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM (an attack action)
Disarming attacks include called shots to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, and using the flat of a blade to smack a weapon from an enemy’s hand.
MODIFIER: Dex modifier
DC MODIFIER: the defenders Dex modifier
SUCCESS: Your opponent drops his weapon. The weapon is knocked out of reach (but still within his 5 foot square) so he must move to retrieve it and cannot simultaneously attack on its next round (unless he chooses to fight unarmed or draw a new weapon).
OPTIONS: Add +2 to the DC to knock your opponent’s weapon 5 ft away. To retrieve it, he will have to use his entire next round. Add another +2 for each additional 5 ft.
FAILURE: Your opponent maintains a firm hold on his weapon.

PUSHBACK (an attack action)
Pushbacks include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, any attempt to use brute strength to force-fully move an opponent is considered a pushback. 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 reflex save.
MODIFIER: Str Modifier
DC MODIFIER: the defenders Str modifier
SUCCESS: The opponent is pushed back a few feet – enough space to open access to a door or staircase the target was defending.
OPTIONS: Add +2 to the DC to push your opponent back 5 ft. Add an additional +2 for each additional 5 ft attempted.
FAILURE: Your actions do not result in moving the opponent from his position.

TRIP OR THROW (an attack action)
Trips and throws include 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, sweeping an enemy’s legs, or some other maneuver, these heroic actions allow the warrior to knock an enemy prone, limit his movement, and potentially keep him down.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: The attacker can knock the defender off- balance. The defender is knocked prone and must spend its next move action standing up. Remember that melee attacks against a prone opponent receive a +4 bonus.
OPTIONS: Add +2 to the DC to knock the opponent down and throw him up to 5 feet away so he must spend its next round standing.
FAILURE: The opponent may stumble, but catches himself and doesn’t fall.

SPRING ATTACK (a full round action)
You move  both  before  and  after  the  attack, provided that your total distance  moved  is  not  greater  than your speed and you are attacking with a melee weapon. You may want to run past, swinging your sword as you pass. You may want to fly by (if you are able to fly), or swing past on a rope or chandelier, or jump over. If successful, you move at twice your normal move rate and may use a single melee attack against your foe as you pass.
MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You run or swing past your opponent and deliver one melee attack.
OPTIONS: You can attempt to run past and attack more than one opponent (up to the maximum number of attacks you are allowed in one round) for a +2 to the DC for each additional opponent.
FAILURE: Your move ends in the first square adjacent to your foe. You may still attack but you receive a -4 circumstance penalty on your attack.

GRAPPLE (an attack action)
If you succeed the creature can pull free from the hold, on his turn, with an opposed strength check. While engaged in grapple both you and your opponent lose your Dex bonus to your AC.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: You grab and hold the creature. You do not damage the creature but the only actions he can take until he escapes are to try to pull free. In future rounds, you can release the creature and back away 5 feet with no penalty, or continue the hold from round to round until the creature pulls free.
OPTIONS: Add +2 to the DC to pin your opponent to the floor, or otherwise keep him immobile, or move with him at half of your normal move rate. The creature will get a -4 penalty on opposed strength checks until you release him.
FAILURE: You are pushed back and your opponent suffers no penalties on his next turn.
SPECIAL RULES FOR GRAPPLING LARGER CREATURES:
For an attacker to successfully grapple a creature one or more size categories larger than himself there must be multiple attackers. Until all successful opponents added together have roughly the same size/ mass as he does, the attacked creature doesn’t loose his Dex bonus, and he can make multiple opposed strength checks to remove the attackers as a free action on his turn. The grappled creature makes concentration checks at -2 for each opponent that is currently grappling him.
For grappling a creature with multiple limbs or other strange configuration the DM will decide on whether grappling is even possible, and if it is what the impacts are.

 

Lunar Calander

This is a calendar that I came up with to keep track of the passage of time in a campaign. I have used a similar calander in a couple of campaigns now and I like its simplicity and ease of use.

The sun travels once around this world in 336 days, visiting the 12 Lairs of the Zodiac in an appointed round that never varies. The Great Moon, called Luna, waxes and wanes in fixed cycles of 28 days (Luna’s cycle governs lycanthropy).
Each lunar cycle marks the passage of one month, which is further subdivided into four weeks of seven days each.

The standad week of seven days has the following days:

Day of Suffering (Su) Work
Day of Momentum (Mo) Work
Day of Turmoil (Tu) Work
Day of Weakness (We) Work
Day of Thanksgiving (Th) Work
Day of Freedom (Fr) Rest
Day of Sacrament (Sa) Worship

Each of the 12 months is 28 days long, made up of 4 weeks of 7 days each. The first of each month is a new moon and the 15th of each month is a full moon.

Note: All dates are from the rediscovery of the Great Northern Continent (GNC).

The Current Year is 1,342 GNC

Flowers Festivals Greengrass
Spring Spring Spring
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Highsun Tournaments Leaffade
Summer Summer Summer
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Leaffall Markets Rotting
Fall Fall Fall
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Winds Ceremonies Storms
Winter Winter Winter
Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28

Naming your PDF Fies

If you are like me, you probably have a lot of PDF files of D&D books, playing aids and modules, or adventures. To keep track of the ones that I have, I came up with this naming convention. When you sort a list of names it puts similar files together and helps you find the one you are looking for.

This is how I name my D&D PDF files.

1) VERSION – The first three digits represent the Dungeon & Dragon Version
ad – All D&D (not version specific)
0.0 – Original Dungeons and Dragons (OD&D) a small box set of three booklets published in 1974
0.5 – Basic Dungeons & Dragons (BD&D) 1977
1.0 – Advanced Dungeons & Dragons (AD&D) 1978
2.0 – Advanced Dungeons & Dragons 2nd Edition (AD&D2 or 2nd Ed) 1989
2.5 – Player’s Option manuals. technically still 2nd Edition (AD&D 2.5) 1995
3.0 – Dungeons & Dragons 3rd Edition (D&D3 or 3E) 2000
3.5 – Dungeons & Dragons v.3.5 (Revised 3rd Edition or D&D3.5) 2003
3.6 – Pathfinder Roleplaying Game (Paizo’s revised 3.5 Edition rule set) 2008-9
4.0 – Dungeons & Dragons 4th Edition (D&D4E) 2008
5.0 – Dungeons & Dragons 5th Edition (D&D5E) 2014

2) SETTING – After a space, the next two upper case letters represent the campaign setting:
BL – Blackmoor
CR – Core Rules – For all settings
CS – Cultral/Historical Setting
DL – Dragonlance (situated on Krynn)
DM – Dragonmech, a steampunk/fantasy campaign setting
EB – Eberron, blends fantasy & technology
ER – World of Erde (the After Winder Dark Fantasy Campaign Setting)
FP – Freeport
FR – Forgotten Realms (situated on Abeir-Toril)
GE – General, for any setting.
GH – Greyhawk (situated on Oerth)
HW – Hollow World (a sub-setting of KW)
HY – Hyboria (the setting of Robert E. Howard’s Conan)
KR – Known Realm, the world of Aereth (Dungeon Crawl Classics)
KW – Known World (the first D&D campaign world A.K.A. “Mystara”)
LL – Lost World (old-school setting)
LM – Lankhmar (based on the Fafhrd and the Gray Mouser stories)
MA – Mars
PA – Paizo’s “Pathfinder” world of Golarion
PL – Points of Light (default unnamed campaign setting for 4.0)
RL – Ravenloft (a Horror setting)
SA – Swashbuckling Adventures
SL – Scarred Lands
VI – Vikings
WD – Monte Cook’s World of Darkness
WI – Wilderlands of High Fantasy

3) TYPE– Immediately following the code for the setting is one or two lower case leters that indicate the type of content:
a    – Adventure or Module
ac    – Accessory
c    – Creatures (Monsters)
dm    – Dungeon Master’s reference or tools
e    – Extended (not offical) rules
f    – Feats
g    – General
i    – Items (Equipment, Magic Items, any kind of “stuff”)
m    – Map or Tile
p    – Prestige Classes
pl    – Players reference or tools
r    – Reference (not game specific)
s    – Sourcebook or Rulebook

4) MODULE NUMBER – If this is one of a set of books this is the module number (This is to keep sets listed together).

5) ADVENTURE LEVEL– For adventures only, the lowest level character that the adventure is designed for.  I put this number in parenthesis and I put a zero in front of single digit numbers (01, 02, 03 … etc.) to keep them sorted properly.

6) NAME OF THE BOOK

7) ORIGIONAL ELECTRONIC FORMAT – If the pdf file is in it’s origional electronic format (not a scan or conversion) [OEF] may be added to the end of the file name.

______________________________________________________________

Example:    3.5 FPa BEA4(03) – A Dreadful Dawn.pdf
“3.5”  Dungeons & Dragons v.3.5
 “FP”   Based in the Freeport campaign setting
  “a”  an Adventure
  ” BEA4″  Module number BEA4
   “(03)”  for LVL 3 characters
  “A Dreadful Dawn” the name of the adventure

//

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.

Power Components

The Dungeon Master’s Guide presents this optional rule as an alternative to spending XP on spells and magic items. Instead of using XP to power a spell, a spellcaster may substitute a special material component. These “power components” are rare and very valuable, and might even be a secret known only to a few spellcasters.

I wanted to use this option, because I never felt right about spending XP for anything other than their intended use in gaining levels. In a search for some recommended components, I ran across the best article ever printed regarding power components in Dragon Magazine #317 – March 2004  It was in an article called “Eye of Newt and Toe of Frog”.  Here are the suggested components for spells and magic items from that article:

Power Components For Spell XP Costs

  • Atonement (evil or neutral caster): The heart of a ghaele eladrin worth 2,500 gp.
  • Atonement (good or neutral caster): The heart of an ice devil worth 2,500 gp.
  • Awaken: The vital essence of any elder elemental worth 1,250 gp.
  • Commune (evil or neutral caster): The tail of a lillend worth 500 gp.
  • Commune (good or neutral caster): The lips of a succubus worth 500 gp.
  • Gate: The powdered brain of a horned devil worth 5,000 gp.
  • Limited wish: The rib cage of a devourer worth 1,500 gp.
  • Miracle (evil or neutral caster): All of the roots of an elder treant* worth 25,000 gp.
  • Miracle (good or neutral caster): The eyes of a black salad* worth 25,000 gp.
  • Permanency:
    • Darkvision: The eyes of a nightwalker worth 5,000 gp.
    • Detect magic: All of the wrappings of a mummy lord worth 5,000 gp.
    • Gust of wind: The tongue of an adult white dragon worth 7,500 gp
    • Magic fang, greater: The fangs of a very old black dragon worth 7,500 gp.
    • Phase door: The head blade of an anaxim* worth 17,500 gp.
    • Prismatic sphere: The powered skull of a young adult celestial prismatic dragon* worth 22,500 gp.
    • See invisible: The eyes of any mature adult dragon worth 5,000 gp.
    • Symbol of death: The skull of a winterwright worth 20,000 gp.
    • Symbol of pain: The scalp of an evil cleric (20th level or higher) worth 12,500 gp.
  • Planar ally: All of the hooves of a nightmare worth 1,250 gp.
  • Planar ally, greater: The crushed claws (all) of a death salad worth 2,500 gp.
  • Planar ally, lesser: The powered fangs of a red salad worth 500 gp.
  • Restoration, greater: The horn of a unicorn worth 2,500 gp.
  • Simulacrum: The head of a greater stone golem worth 5,000 gp.
  • Vision: The faceted eyes of an umber hulk worth 500 gp.
  • Wish: The heart of a wyrm gold dragon worth 25,000 gp.

*From the Epic Level Handbook

Power Components for Magic Item XP Costs

Armor

  • Banded mail of luck: All of the chest scales from an adult bronze dragon worth 3.780 gp.
  • Breastplate of command: The wings from a planetar angel worth 5,080 gp.
  • Demon armor: The complete hide of a 21+HD horned devil (cornugon) worth 10,450 gp.
  • Spined shield: The tail of a 16+HD fendish manticore worth 1,115 gp.
  • Winged shield: All of the flight feathers of a 14+HH trumpet archon worth 3,450 gp.

Weapons

  • Dagger of venom: The cranial spine of a barbed devil (hamatula) worth 1,660 gp.
  • Flame tongue: The tongue of an adult red dragon worth 4,145 gp.
  • Holy avenger: The spine of a solar paladin angel (1st lvl or higher) worth 24,125 gp.
  • Slaying arrow: All of the spines of a basilisk worth 455 gp.

Potions and Oils

  • Cat’s grace: The tail of a krenshar worth 60 gp.
  • Cure moderate wounds: All of the royal jelly from a giant bee hive worth 60 gp.
  • Cure serious wounds: The adrenal gland of a lion worth 150 gp.
  • Eagle’s splendor: All of the feathers from a half-celestial eagle worth 80 gp.
  • Fly: All 4 hooves from a Pegasus worth 150 gp.
  • Fox’s cunning: All of the scales from a nixie sprite worth 60 gp.
  • Haste: All of the claws from the toes of a deinonycbus (dinosaur) worth 150 gp.
  • Invisibility: The antennae from a grig sprite worth 60 gp.
  • Owl’s wisdom: All of the scales (crushed) from a pseudodragon worth 60 gp.
  • Rage: The stinger (powdered) from a giant wasp worth 150 gp.

There is a lot more information available in that article. Recommended reading for anyone considering this option.

TURN UNHOLY (replaces turn or rebuke undead)

This is an excerpt from my D&D Lite rules. It is an alternative to the turn undead ability of clerics and paladins as presented in D&D v3.5. Rather than undead, this effects unholy. Unholy normally includes un-dead, demons, and devils. Each faith has its own definition of which creatures are unholy to that religion. They are typically identified in the holy writings of that faith.

By boldly presenting his holy symbol and uttering holy words, clerics (and paladins at -3 levels) can turn away the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. Some clerics of particular faiths may be able to turn away other kinds of creatures, depending on what powers their deities award them.

A turning check is a level check to which the character also adds his Charisma modifier. (Use the character’s effective turning level, which is equal to class level for a cleric or class level -3 for a paladin.) The DC is 10 + the creature’s Hit Dice + its turn resistance (if any).

You can turn unholy a number of times a day equal to 3 + your Cha modifier.

You can affect a number of Hit Dice of creatures equal to three × your effective cleric level on any one turning attempt. For example, a 4th-level cleric (or 7th-level paladin) can affect up to 12 HD worth of creatures, which could mean two creatures with 6 HD each, four creatures with 3 HD each, or any other combination that adds up to 12 HD.

You make one turning check for the entire group of unholy creatures. You affect the closest unholy first. You can affect unholy within 60 ft and in the line of effect.

Turned unholy flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Demons, devils, and unholy clerics are always allowed a WILL saving throw to avoid being affected. Deities and their Avatars cannot be turned.

SUCCESS: If your cleric level is 4 or more points higher than the unholy’s HD it is destroyed. If the unholy’s HD is 4 or more points higher than your cleric level it is unaffected. All others are turned.

FAILURE: If your cleric level is 4 or more points higher than the unholy’s HD it is turned even if you fail your turning check. All others are unaffected.

CRITICAL SUCCESS: If you roll an unmodified 20 on your turning check, all creatures that would have normally been turned on a successful check are destroyed instead. All others are turned with the exception of unholy creatures with a HD 4 or more points higher than your cleric level. They stay but are “frightened” by your holy symbol for the duration of the encounter. Creatures that are frightened by your holy symbol won’t approach close enough for you to touch them with it and they won’t allow you to touch them with it. They will only attack you directly if they think that it is the only way that they can prevent you from touching them. A touch from your holy symbol will do only 1d4 points of damage, but it burns and hurts very badly. Touching a creature with your holy symbol does no damage to a creature that isn’t frightened of it

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).