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Tag Archives: Magic Items

D&D 5E – Character Wealth per Level

If a character doesn’t start at level 1, what should they start with in terms of gold and magic items?

Whenever a PC dies and the player rolls up a new character, I always have the new character start at the same level as the rest of the party. The same goes whenever a new player joins an existing game. So when they roll up their new higher level character I have them start with their first level inventory and any appropriate equipment based on their class and level. I also give them magic items similar in power to the items the other PCs have.

However, sometimes it is not that easy. That is when I use the following.

Starting Gold:

I give them gold based on their level. They start with their level 1 gold based on their class, and then add the following gold based on their starting level.

Level Gold
1 0
2 376
3 751
4 1,504
5 2,632
6 16,267
7 29,902
8 43,537
9 57,172
10 70,807
11 84,442
12 156,842
13 229,242
14 301,642
15 374,042
16 446,442
17 518,842
18 1,190,892
19 1,862,942
20

2,534,992

They spend from this to equip their character. They can spend as much of their gold on magic items as they choose up to the limit shown below.

Magic Items:

I use this for Magic Item Prices:
https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view

Note that this is for newly created characters only.
Your character gets 2 points for each character level. You can buy magic items from the provided list (I often modify the list based on the campaign) based on the chart below.

Rarity Cost
Common 2 points
Uncommon 4 points
Rare 8 points
Very Rare 16 points
Legendary 36 points

You can’t have more than one of any non-consumable magic item. For every combat item you get, you must get at least one noncombat item before selecting another combat item.

Example: If you are 8th level you will have 16 points to spend. You can get 1 very rare, or 2 rare, or 8 common, or 1 rare and 1 uncommon and 2 common magic items, or any other combination that adds up to 16. Half or more must be noncombat items.

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D&D 5E – Magic Items Crafting Formulas

Check out this excellent post with “Formulas for Crafting Magic Items

5e Magic Items Crafting Formulas

D&D 5E – The Nature of Magic

What is Magic? How does it work?

I was trying to figure out how (in 4th and 5th edition Dungeons and Dragons) a character could learn all there was to know about a magic item by simply examining it for an hour. This wasn’t possible in earlier editions. You could only learn about an item by trial and error or by some magical means. It is only now coming up because I never played 4th edition, and this is the first time I have been the DM running a 5th edition game.

After a lot of research (Google is my friend) I finely came to the realization that the nature of magic has changed. To make logical sense out of it all (assuming you can apply logic to the rules of magic in a fantasy game), this is what I came up with.

Nothing below is official. It simply represents my ideas and house rules.

The Source of Magic

Behind reality as the player-characters know it, there is a sort of internal “skeleton”, over which reality exists like skin atop muscle and bone. This “skeleton” can best be envisioned as an unseen essence that pervades all parts of the multiverse, directly linking everything to every other thing. This is the source of all magic. When you cast a spell, you actually create a specific alteration in the local essence, which then causes the spell effect you wanted in the ‘real’ world. Some call this essence “Mana”. In the Forgotten Realms it is called the “Weave”. If the Weave in an area is damaged or destroyed, magic is unreliable or impossible – that’s what creates Wild Magic and Dead Magic zones in the Realms.

All the physical laws of the universe are simply reflections of the true, background laws that govern this universal essence. The average person can only perceive normal reality, but some creatures are born with the ability to sense the universal essence.

All magic-using beings share an innate ability to manipulate the essence. Likewise, almost all those “gifted” with these abilities must receive training in arcane (wizardly) or divine (clerical) magic in order to learn how to manipulate the essence with finesse.

Bards learn that words and music are not just vibrations of air, but vocalizations with power all their own. They learn to untangle and reshape the essence in harmony with their wishes and music.

Clerics and Paladins are conduits for Divine magic, the power of the gods. Divine casting is done by channeling the essence provided by their deities and forming spells out of that.

Druids and Rangers revere nature above all, and can draw essence from the land, gaining their spells and other magical powers either from the essence that flows through nature itself or from a nature deity.

Monks make careful study of the essence that flows through living bodies. Most monastic traditions call this ki.

Sorcerers learn to harness and channel their own inborn magical abilities. They gather the essence to them from force of will.

Warlocks receive their magical abilities from a pact they made with an otherworldly being. This is similar to the way gods channel essence through divine casters.

Wizards create elaborate mental structures within the mazes of their own minds, traps which funnel magical essence like a roof collects rainwater for a barrel, stored and ready to be used over the course of a day.

Detecting Magic

This magical substructure to the universe, this unseen essence, can be manipulated by users of magic. It can sometimes be concentrated and placed inside a creature or object. Examples would include casting a spell on a creature to make it resistant to fire, or creating a ring of protection. These magic infused creatures or items emit a type of magical radiation. A creature with the ability to sense the universal essence can detect this magical glow, but it is invisible to all others without some magical way to detect it.

The “Detect Magic” spell:

Magical radiation is similar to light in that it is dimmer the farther you are from it. It can pass through most objects, but is blocked from most forms of detection by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. For the magic radiation to be strong enough to be detected by the “detect magic” spell, you must be within 30 feet of the magic creature or item. If you sense magic in this way, you sense the presence of magic, but can’t determine in which direction, or how far away the magic item is. Anytime during the duration of the “detect magic” spell, you can take an action to see if there are any specific items or creatures within sight that you can identify as magical. You will see a faint aura around any visible creature or object in the area that bears magic. If you don’t see an aura around anything, then the magic that you sense must be out of sight. It could be one or more items or creatures that are invisible or hidden. For instance, they could be behind a door or in a box or under a secret panel in the floor.  If you do not see it, you do not see the aura. This also means you cannot use this to locate invisible creatures or objects. Any aura detected can only be seen by the spellcaster. The color of the aura corresponds to the object’s school of magic. If the item has no particular school then the aura has no color. The brightness of the aura indicates the relative strength of the magic.

Unless the magic item is invisible, you can see it if it is within range but behind a transparent barrier, such as glass. You also perceive its magical aura. This includes potions that are in glass bottles. If the potion is in a container that is not see-through you will not see the aura unless you remove the cap and look directly at the potion.

Identifying Magic

If you were to touch a creature that possesses magic, you would not typically feel the magic. But if you were to hold a magic item for a few seconds (a round), you would feel the magical radiation generated by the item effecting your body and/or your mind in some way. The sensation will differ depending on the magic contained within the item. If you continue to hold the item and concentrate on it for a short rest, “At the end of the rest, the character learns the item’s properties, as well as how to use them.”

“Potions are an exception; a little taste is enough to tell the taster what the potion does.” You can’t hold a potion in your hand. The bottle isn’t magical, just the liquid it contains. You could stick your finger into it, and leave it there for an hour, but a drop on your tongue is much faster. A taste is not enough to receive the effects of the potion. If it is poison, a taste is not enough to do harm to the taster. When tasting it, the magic of the potion enters your body and instantly reveals its nature.

Magic items want you to know their properties! The magic is alive! Or, rather, it contains a life force. All life has magic flowing through it to some degree, and all magic has some degree of life flowing through it. This explains why some powerful magical items possess sentience. The item’s creator forced so much magical essence into the item that it became sentient. This also explains why magical essence tends to be attracted to living creatures (and sometimes to dead creatures). And why magic can create or destroy life.

The Identify Spell

This spell makes you more receptive to the magical essence of the item. To identify the magic in an object with this spell, you must remain in physical contact with it for at least 1 minute. “If it is a magic item or some other magic-imbued object, you learn its properties and how to use them” (That much is the same as you can get from examination alone. But with the spell you also learn) “, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.”

To use this spell to identify a potion still requires one minute, but you must come into physical contact with the potion, not just the bottle it is in. A drop on your tongue or on any spot on your exposed flesh is enough.

The identify spell won’t trigger a curse, but it also doesn’t tell you if an item is cursed. There is no easy way to know if an item is cursed except by trial and error. Even the legend lore spell may only hint that it may be cursed. The curse on an item may cause you to misidentify it.

D&D 5E – Alabaster Portal Key

alabaster-portal-panel

The Alabaster Portal Key

How do you smoothly run a weekly game if there is a lot of turnover?

What if you have dedicated players, for the most part, but every week you don’t know how many will show up? Some may have to miss a session (or two or three). New players may show up and want to join the group. Existing players may need to drop out but may want to re-join the group in a few months.

I think that the best way to handle this will be to have every session end back at the tavern, or some other busy place, or back at their home base wherever that might be.

It solves most of the problems and creates some new ones. It solves any leveling-up in the midst of play problems, all leveling up will occur between sessions. It makes it easy to accommodate missing players, their PC simply doesn’t play but can play next session. It also makes adding new players easy, their character simply joins the group for the new session.

It also creates some problems. The first is how can you do that, especially when higher level characters may be traveling far and wide? Even low-level characters that are adventuring close to home may have a problem leaving the dungeon and coming back in any reasonable time frame. It also restricts somewhat which adventures you can run. For example, any “ticking-clock” adventure where the characters must finish in a set time frame would be hard to run. Also, you couldn’t stop an adventure in the middle of an encounter, which isn’t a big problem, but it does limit you somewhat.

Here is how I propose would do this. Give the PCs a magical artifact (maybe the tavern owner gives it to them or they save a strangers life and he gives it to them). At first level, they take this with them and when they activate it, they are all returned to the tavern. When activated again, it returns them to wherever they were before.

To introduce it into an existing campaign, the PCs could find it wherever they are adventuring. When activated it sends them to the tavern. The tavern owner can be a sympathetic NPC who lets them continue to use it.

Here is an example of how this might work:

The owner of the tavern escorted us down the stairs to a large dusty basement. He then called for the crowd to gather around. He held up a large white chess piece and declared “One of you lucky people will be allowed to purchase this tonight. It is a magical key.”

“Have you ever been a long way from home and wished you had a way to return home quickly? With this magical key you can instantly return here any time you like. Just take it with you wherever you roam and when you want to return simply hold this key in your hand and say the magic words. It will open a magical doorway between wherever you are and this archway.” He pointed to an ancient arched doorway in the wall behind him. It was completely sealed by the same stone that made up the rest of the walls of this old chamber. “But wait, there’s more! If you want to go back to where you were, simply approach this archway with the key and say the magic words. It will open the doorway at the same location you left. You could take a long trip and return home to your warm bead each night. ”

At that point most of the crowd turned around and returned to the drinks, snickering and shaking their heads as they climbed back up the stairs.

To the few of us that remained, he said “You appear to be adventurers. Just consider the possibilities! Imagine you are cleaning out a dungeon. You have fought many monsters, defeated deadly traps and collected ancient treasures, but at the end of the day there are still other dungeon levels remaining to explore. With this key you could return here, sell or lock up your treasure, identify any magical items you may have found, replace any lost or broken weapons and amination, rest and heal your bodies. Then when you are ready you can return refreshed and resupplied. You could even recruit other adventurers to help if you need to and they could return with you. And if one or more of your party needs to stay behind while you return to the dungeon, the ones who return only need the key and the activation word.”

I asked, “What if we are being chased by monsters? How quickly could we open the doorways?”

“Well …” He swallowed hard and said, “You know this was never intended to be used as an escape from battle.”

“How long?”

“The magic word is really more of a ritual. It takes 10 minutes to activate the portal.”

“And what if we are being pursued? Can anyone pass through? How long does it stay open?”

”Well, yes any creature could pass through once it is open and it normally stays open for one minute. However, you can close it at any time by tapping the key on the side of the passageway.”

I thought about this for a minute and then said, “Okay, say we are in a dungeon, a patrol is approaching so we hide around a corner and use this to return here, are you saying that we could just wait here for a few minutes and, watching through the doorway, go back when the danger had passed?”

“Actually, no. I may have neglected to mention that you must wait until the next day, at least 8 hours, before you can return. Also, the two portals are filled with a mist so you won’t be able to see what is beyond.”

I asked, “So if we go from here to a dungeon we will have to wait 8 hours before we can return?”

“No, not at all. When you leave here you can stay as long as you like or you can return immediately. Or, I mean, after the 10 minute activation ritual.

“It is just that when you return here you must wait until the next day to return to the dungeon. And, even if it is the next day, you cannot return unless it has also been at least 8 hours. So you can come back here a little before midnight and return 8 hours later. If you return here after midnight, you will have to wait until after midnight the following day.”

I then asked, “What if I am in the dungeon and just need to store something we found, or retrieve something that I forgot? You say that the portal stays open for one minute. Could I open it and then quickly come here to pick up something and return? Or if someone is wounded, I could open the portal, let them run through and then close it behind them. If I understand what you have been telling me, I should be able to do that as often as I wanted to. As long as I am not on this side when I open the portal, I can open it whenever I want.”

He answered, “Yes you can do those things, however there is another restriction I forgot to mention. Each time you use the key to activate the portal, the key must pass through to the other side and remain there when the portal closes or it resets and can’t be used again for 24 hours.”

He smiled at me and said, “So, if you bring me the small sum of 5,000 gp tomorrow, this alabaster portal key will be yours and I will teach you the ritual required to activate it.”

Alabaster Portal Key

Wondrous item, artifact

This 3-inch tall alabaster statuette resembles a chess piece (a castle). Anyone who holds the key and knows the 10-minute activation ritual can activate the artifact. This person does not have to have any magical abilities. When activated, you create linked teleportation portals that remain open for the duration. Any creature or object entering either portal exits from the other portal as if the two were adjacent to each other. One portal is the one named in the activation ritual, which is a specific existing 4 foot wide by 8 foot tall stone archway which becomes filled with mist. This stone archway and the portal key are two parts of the same artifact. If you are not within 10 feet of the stone archway, the other portal is created at a location you choose within 10 feet of you and resembles a glowing arched gateway the same size as the stone archway. It is also filled with mist. If the key is activated when you are within 10 feet of the stone archway, it opens a portal in that archway and opens the remote portal at its previous location, allowing return travel to the point where that portal was last created.

The portals remain for one minute or you can close the portals early by touching the key to the side of either portal.

When within 10 feet of the stone archway, the key cannot be used to activate the portal until the day following its last use and at least 8 hours have passed. Otherwise, when not near the stone archway, the key can be used at any time.

The key must pass through the portal and be on the opposite side when the portal closes or it can’t be opened again for 24 hours.

I would like to hear your thoughts on this topic (or on this artifact).

 

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).

D&D – Stowage capacity – Magic Items

Bag of Holding

As a house rule, a bag of holding weighs 1/2 pound, regardless of type or contents and appears, from the outside, to be about half full of something light-weight such as dried leaves.

If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move-equivalent action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

Bag Type Longest Rod Water Weight Limit Volume Coins Market Price
Type I 5 ft 30 gallons 250 lb. 30 cu. ft. 12,500 2,500 gp
Tye II 8 ft. 60 gallons 500 lb. 70 cu. ft. 25,000 5,000 gp
Type III 10 ft. 120 gallons 1,000 lb. 150 cu. ft. 50,000 7,400 gp
Type IV 12 ft. 180 gallons 1,500 lb. 250 cu. ft. 75,000 10,000 gp

Handy Haversack

It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material.

Location Longest Rod Water Capacity Weight Limit Volume Coins
Side Pouch 1.5 ft. 2 gallons 20 lb. 2 cu. ft. 1,000
Central portion 3 ft. 9 gallons 80 lb. 8 cu.ft. 4,000

Portable Hole

From the portable hole description on page 264 of the Dungeon Master’s Guide:

When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. (See Suffocation, page 304.)

As described in the excerpt, the space inside a portable hole is a cylinder 6 feet wide and 10 feet deep, which contains about 280 cubic feet of space. That’s enough to hold about 100,000 standard coins or 2,100 gallons of water.

NOTE:

I would house rule that placing any item that contained a non-dimensional or extra-dimensional space into another one have a 60% chance to spill out into the astral plane. An exception to this would be rope trick, or any other magical space created for the purpose of providing refuge or shelter to PCs.