PDA

View Full Version : D&D 5e/Next Sane Magic Item Prices



Saidoro
2015-06-26, 08:33 PM
The price tables below have been compiled into an excellent pdf (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing) by Inconnunom.

Let's talk about flying items. There are a few items which give the ability to fly in the 5e DMG. Among the first I came across were the Winged Boots and the Broom of Flying. The Boots give a fly speed equal to your walking speed for 4 hours per day divisible into 1 minute chunks while the broom gives you a flat 50 foot fly speed all day long, decreasing to 30 feet if you are particularly heavy. Both are clearly very powerful, if you've got two sides in a combat one of which can fly and one of which can't the flying side has a huge advantage. If the other side also has no good ranged attacks the flying team more or less wins automatically. Yet both the Boots and the Broom are uncommon, they only cost 500 gold, pretty much any adventurer who decides they want one should be able to get their hands on one if they really want to.

Right under the Winged Boots are the Wings of Flying. The Wings give you a fly speed of 60 feet for one hour but then require a 1d12 hour cooldown period after each use before they can be activated again. Again, a pretty powerful item, but probably less useful than either the Broom or the Boots for most practical purposes. The higher move speed will occasionally pay off, but usually the ability to fly whenever you want will win out in terms of practical utility. At most, it's definitely not better than either the Broom or the Boots. The Wings of Flying are a rare item. They are worth 5,000 gold, 10 times what the boots or broom are worth.

The next item I found was the boots of levitation. These boots let you use levitate as the spell at will. Levitate moves you straight up or down only. It can never move you more than 20 feet off the ground or more than 20 feet up or down at a time. It has a similar weight limit to the Broom. It consumes your Concentration slot. You can't use it for longer than 10 minutes on end without returning to the ground. The boots of levitation are rare items. They are worth 5,000 gold, just like the Wings of Flying. 10 times more than the Winged Boots or the Broom.

The next item I found was the potion of flying. The potion of flying gives a fly speed equal to your walk speed the same as the Winged Boots do. It lasts one hour like the Wings of Flying, and can only be used once ever. The potion of flying is Very Rare. It is worth 50,000. 100 times what an item that gives precisely the same effect 4 times every single day forever does.

When the red mists had receded and I was once again able to speak in words other than the incoherent babblings of a shattered mind, I set about fixing this.

DM README
Your world need not sell the magic items for the prices given below. Your world does not even need to sell the magic items below at all. The primary purpose of the tables below is to establish the relative price of magic items so that you can have a reasonably sane economy and/or so that you can quickly eyeball how much the swag you're giving your players is worth. You are free to modify the prices as you will, just be sure to tell your players that you are doing so in advance to the game start.

The items are divided into a few different lists for your convenience. The lists are as follows:

Consumables are items that are used some set amount of times (usually once) and then are gone.
Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
Summoning Items are items that summon creatures to kill things or solve problems for you.
Gamechanging Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.

Each is discussed further in their own section. By adjusting the prices of the various lists, the GM can make it easier or harder to get their hands on various types of problem solving abilities.

Again, the prices below are not absolute. The GM may adjust the prices of items individually or by list, they may make any item available or not, they may say that magic items can't be sold for gold at all and that the below prices only roughly estimate value when people are trading magic items for other magic items or they may even not show these tables to their PCs at all and just use them to estimate treasure values. The below lists are intended as a tool, not an imposition on your campaign world.

Saidoro
2015-06-26, 08:34 PM
Consumables
Consumables represent all items that can be used up when used in their intended manner. By default, consumables are somewhere around one tenth the price of an equivalent permanent item. The scroll prices below represent a typical scroll of that level. Scrolls with significant direct value, such as scrolls of fabricate or wish, may be priced differently.


Item
Price(gp)


Spell Scroll Level 0
10


Ammunition +1(each)
25


Potion of Healing
50


Quaal's Feather Token Anchor
50


Spell Scroll Level 1
60


Philter of Love
90


Ammunition +2(ea)
100


Potion of Poison
100


Dust of Dryness(1 pellet)
120


Elixir of Health
120


Keoghtom's Ointment(Per dose)
120


Spell Scroll Level 2
120


Potion of Fire Breath
150


Potion of Greater Healing
150


Potion of Climbing
180


Potion of Heroism
180


Potion of Invisibility
180


Potion of Mind Reading
180


Potion of Water Breathing
180


Scroll of Protection
180


Nolzur's Marvelous Pigments
200


Potion of Animal Friendship
200


Spell Scroll Level 3
200


Quaal's Feather Token Fan
250


Quaal's Feather Token Whip
250


Potion of Diminution
270


Potion of Growth
270


Dust of Disappearance
300


Necklace of Fireballs(One bead)
300


Potion of Gaseous Form
300


Potion of Resistance
300


Universal Solvent
300


Spell Scroll Level 4
320


Ammunition +3(ea)
400


Potion of Speed
400


Sovereign Glue
400


Horn of Blasting
450


Potion of Superior Healing
450


Dust of Sneezing and Choking
480


Necklace of Fireballs(Two beads)
480


Oil of Slipperiness
480


Potion of Flying
500


Arrow of Slaying(ea)
600


Spell Scroll Level 5
640


Bead of Force
960


Elemental Gem
960


Necklace of Fireballs(Three beads)
960


Potion of Clairvoyance
960


Potion of Vitality
960


Spell Scroll Level 6
1280


Potion of Supreme Healing
1350


Chime of Opening
1500


Necklace of Fireballs(Four beads)
1600


Oil of Etherealness
1920


Ioun Stone Absorption
2400


Spell Scroll Level 7
2560


Quaal's Feather Token Bird
3000


Quaal's Feather Token Swan Boat
3000


Oil of Sharpness
3200


Necklace of Fireballs(Five beads)
3840


Potion of Invulnerability
3840


Gem of Brightness
5000


Spell Scroll Level 8
5120


Deck of Illusions
6120


Necklace of Fireballs(Six beads)
7680


Spell Scroll Level 9
10240


Ioun Stone Greater Absorption
31000


Rod of Absorption
50000


Talisman of Ultimate Evil
61440


Talisman of Pure Good
71680


Special Costs:
Robe of Useful items - Cost of contained items multiplied by 5

Saidoro
2015-06-26, 08:35 PM
Combat items

Combat items are primarily good for killing things. A few have other uses as well, like the luckstone or the Ioun Stone Mastery, but their biggest effect is making their owner better at killing or not getting killed. Increase the price of these items if you want your players mostly getting oddball magic items that don't interact much at all with combat. All items which are weapons or armor add the cost of the base weapon or armor that makes them up to their price.


Item
Price(gp)


Vicious Weapon
350


Adamantine Armor
500


Mithral Armor
800


+1 Weapon
1000


Sword of Life-Stealing
1000


Ioun Stone Protection
1200


Wand of the War Mage +1
1200


Bracers of Archery
1500


Circlet of Blasting
1500


Javelin of Lightning
1500


Prayer Bead - Smiting
1500


Wind Fan
1500


Sword of Sharpness
1700


Staff of the Adder
1800


Dancing Sword
2000


Glamoured Studded Leather
2000


Pipes of the Sewers
2000


Prayer Bead - Bless
2000


Saddle of the Cavalier
2000


Sword of Wounding
2000


Frost Brand
2200


Dagger of Venom
2500


Gloves of Missile Snaring
3000


Ioun Stone Agility
3000


Ioun Stone Fortitude
3000


Ioun Stone Insight
3000


Ioun Stone Intellect
3000


Ioun Stone Leadership
3000


Ioun Stone Strength
3000


Staff of Withering
3000


Cloak of Protection
3500


Oathbow
3500


Ring of Protection
3500


+2 Weapon
4000


Boots of Speed
4000


Dragon Scale Mail
4000


Elven Chain
4000


Ioun Stone Regeneration
4000


Iron Bands of Bilarro
4000


Prayer Bead - Curing
4000


Rope of Entanglement
4000


Wand of Enemy Detection
4000


Luckstone
4200


Wand of the War Mage +2
4800


Flame Tongue
5000


Periapt of Wound Closure
5000


Ring of Evasion
5000


Ring of the Ram
5000


Tentacle Rod
5000


Animated Shield
6000


Armor of Resistance
6000


Arrow-Catching Shield
6000


Belt of Dwarvenkind
6000


Bracers of Defense
6000


Ioun Stone Reserve
6000


Pearl of Power
6000


Pipes of Haunting
6000


Ring of Resistance
6000


Robe of Scintillating Colors
6000


Scimitar of Speed
6000


Shield of Missile Attraction
6000


Giant Slayer
7000


Mace of Smiting
7000


Brooch of Shielding
7500


Amulet of Health
8000


Dragon Slayer
8000


Gauntlets of Ogre Power
8000


Headband of Intellect
8000


Mace of Disruption
8000


Mace of Terror
8000


Nine Lives Stealer(Fully Charged)
8000


Wand of Magic Missiles
8000


Wand of Web
8000


Staff of Thunder and Lightning
10000


Wand of Binding
10000


Wand of Fear
10000


Ioun Stone Awareness
12000


Rod of the Pact Keeper +1
12000


Staff of Charming
12000


Sunblade
12000


Staff of Healing
13000


Ring of Shooting Stars
14000


Ioun Stone Mastery
15000


+3 Weapon
16000


Hammer of Thunderbolts
16000


Rod of the Pact Keeper +2
16000


Staff of Fire
16000


Staff of Swarming Insects
16000


Wand of Paralysis
16000


Ring of Fire Elemental Command
17000


Dwarven Thrower
18000


Wand of the War Mage +3
19200


Efreeti Chain
20000


Ring of Free Action
20000


Sentinel Shield
20000


Staff of Striking
21000


Ring of Spell Storing
24000


Vorpal Sword
24000


Ring of Water Elemental Command
25000


Rod of Alertness
25000


Staff of Frost
26000


Instrument of the Bards - Fochulan Bandlore
26500


Instrument of the Bards - Mac-Fuirmidh Cittern
27000


Rod of Lordly Might
28000


Rod of the Pact Keeper +2
28000


Instrument of the Bards - Doss Lute
28500


Instrument of the Bards - Canaith Mandolin
30000


Mantle of Spell Resistance
30000


Ring of Spell Turning
30000


Prayer Bead - Favor
32000


Wand of Fireballs
32000


Wand of Lightning Bolts
32000


Wand of Polymorph
32000


Instrument of the Bards - Cli Lyre
35000


Scarab of Protection
36000


Sword of Answering
36000


Staff of the Woodlands
44000


Spellguard Shield
50000


Cloak of Displacement
60000


Robe of Stars
60000


Weapon of Warning
60000


Prayer Bead - Wind Walking
96000


Instrument of the Bards - Anstruth Harp
109000


Instrument of the Bards - Ollamh Harp
125000


Prayer Bead - Summons
128000


Holy Avenger
165000


A few items could be useful for lower level characters in theory, but have high prices due to their usefulness to high level characters. Alternate versions are presented here for the GM who wants to use them.
Ring of shooting stars: A version of this item where the areas of the shooting stars cannot be overlapped would cost only 4000 gold.
Wands of Magic Missiles/Lightning Bolts/Fireballs: A version of one of these items that can't use multiple charges to cast at higher levels would cost 3000 for magic missiles and 8000 for lightning bolts or fireballs.
Instruments of the bards: Cost 20,000 gold less without the ability to grant disadvantage on saves against charm effects.
Rod of the pact Keeper: Rods which grant a warlock spell slot of a fixed level rather than whatever level you happen to have cost less.
Rods limited to 1st level cost 3000/7000/19000 for +1/+2/+3
Rods limited to 2nd level cost 4000/8000/20000 for +1/+2/+3
Rods limited to 3rd level cost 6000/10000/22000 for +1/+2/+3
Rods limited to 4th level cost 9000/13000/24000 for +1/+2/+3

Saidoro
2015-06-26, 08:37 PM
Noncombat Items

Noncomat items give some sort of problem-solving ability not directly related to combat. Some, like the Eversmoking Bottle and the Boots of Levitation are also useful in combat, but that isn't where the bulk of their utility comes from. Increase the price of these items if you'd rather have your players resort to combat more predictably instead of coming up with complicated schemes that avoid direct fighting.


Item
Price(gp)


Helm of Comprehend Languages
500


Driftglobe
750


Trident of Fish Command
800


Cap of Water Breathing
1000


Eversmoking Bottle
1000


Quiver of Ehlonna
1000


Ioun Stone Sustenance
1000


Ring of Warmth
1000


Goggles of Night
1500


Horseshoes of the Zephyr
1500


Mariner's Armor
1500


Necklace of Adaption
1500


Ring of Water Walking
1500


Wand of Magic Detection
1500


Wand of Secrets
1500


Gloves of Swimming and Climbing
2000


Heward's Handy Haversack
2000


Rope of Climbing
2000


Ring of Feather Falling
2000


Boots of Elvenkind
2500


Eyes of Minute Seeing
2500


Eyes of the Eagle
2500


Ring of Jumping
2500


Dimensional Shackles
3000


Eyes of Charming
3000


Medallion of Thoughts
3000


Ring of Swimming
3000


Bag of Holding
4000


Boots of Levitation
4000


Ring of Animal Influence
4000


Boots of Striding and Springing
5000


Cloak of Arachnida
5000


Cloak of Elvenkind
5000


Gloves of Thievery
5000


Hat of Disguise
5000


Horseshoes of Speed
5000


Immovable Rod
5000


Lantern of Revealing
5000


Periapt of Health
5000


Periapt of Proof Against Poison
5000


Slippers of Spider Climbing
5000


Cloak of the Bat
6000


Cloak of the Manta Ray
6000


Ring of X-Ray Vision
6000


Cape of the Mountebank
8000


Portable Hole
8000


Apparatus of Kwalish
10000


Boots of the Winterlands
10000


Folding Boat
10000


Ring of Invisibility
10000


Helm of Telepathy
12000


Cube of Force
16000


Ring of Mind Shielding
16000


Rod of Rulership
16000


Mirror of Life Trapping
18000


Amulet of Proof Against Detection and Location
20000


Robe of Eyes
30000


Gem of Seeing
32000


Plate Armor of Etherealness
48000

Saidoro
2015-06-26, 08:38 PM
Summoning Items

Summoning items give their users shiny new friends to help them destroy their enemies or solve problems. With the exception of the Onyx dog, the Silver Raven and the Ivory Goat of Terror, the value of these items is heavily dependent on how expensive mercenaries are in your campaign world. The basic rules makes hiring even quite competent allies startlingly cheap, and while these items aren't based on the ridiculous 2 gp/day rule, they do assume that hiring combat ready minions is a relatively cheap activity that most players will be doing a little bit of if the situation warrants it. Adjust the below prices accordingly if this is not true in your campaign world.


Item
Price(gp)


Ivory Goat(Travail)
400


Golden Lion(ea)
600


Ivory Goat(Traveling)
1000


Staff of the Python
2000


Onyx Dog
3000


Silver Raven
5000


Silver Horn of Valhalla
5600


Marble Elephant
6000


Bowl of Commanding Water Elementals
8000


Brazier of Commanding Fire Elementals
8000


Censer of Controlling Air Elementals
8000


Stone of Controlling Earth Elementals
8000


Brass Horn of Valhalla
8400


Bronze Horn of Valhalla
11200


Iron Horn of Valhalla
14000


Ivory Goat(Terror)
20000



Gamechanging Items

Gamechanging items significantly impact either the gameworld as a whole or the sort of things that are capable of challenging their holders. I don't really see either of these as a problem, but they may not fit with some campaigns or some settings, so the DM should take a careful look at the items on this list and decide whether or not they are allowed.


Item
Price(gp)


+1 Armor
1500


+1 Shield
1500


Sending Stones
2000


Wings of Flying
5000


Alchemy Jug
6000


+2 Armor
6000


+2 Shield
6000


Ebony Fly
6000


Bronze Griffon
8000


Broom of Flying
8000


Serpentine Owl
8000


Winged Boots
8000


Dwarven Plate
9000


Potion of Longevity
9000


Carpet of Flying
12000


Ring of Regeneration
12000


Sphere of Annihilation
15000


Armor of Invulnerability
18000


Talisman of the Sphere
20000


+3 Armor
24000


+3 Shield
24000


Defender
24000


Ring of Earth Elemental Command
31000


Robe of the Archmagi
34000


Ring of Air Elemental Command
35000


Cubic Gate
40000


Crystal Ball
50000


Helm of Teleportation
64000


Daern's Instant Fortress
75000


Ring of Telekinesis
80000


Cloak of Invisibility
80000


Rod of Security
90000


Staff of Power
95500


Obsidian Steed
128000


Decanter of Endless Water
135000


Amulet of the Planes
160000



The +X armors and shields, dwarven plate, defender, staff of power and robe of the archmagi all allow the user to boost their AC out of the range of bounded accuracy. Enough AC and a character becomes functionally immune to low level checks on their ability to run rampant, like the town guard or small armies. This sort of thing is possible using items not on this list, but it requires significantly more investment in terms of the player's attunement slots. Characters eventually growing up to the point where they don't care about low level NPCs isn't a bad thing, but it doesn't fit all campaigns.

The armor of invulnerability is on this list for about the same reason.

All items that grant either flying or a flying mount are on the list for a similar reason, though they obsolete enemies without flying or a strong ranged attack rather than low level nonmagical enemies.

The Cloak of invisibility likewise obsoletes enemies that can't see invisible things.

The Helm of Teleportation, Amulet of Planes and Cubic Gate are here because they essentially obsolete any quest involving travel times, and in the later cases many quests involving things being on another plane. Additionally, they give an almost absurdly strong panic button to the holder.

Sending Stones and the Crystal ball are here because of their impact on the world, both massively change the rate of travel of information, and the latter doubles as an extremely potent knowledge gathering tool in PC hands, which bears looking into for that reason alone.

The Alchemy Jug, Decanter of Endless Water, Sphere of Annihilation and Ring of Telekinesis are here for their massive effect on the economy. All three can potentially make a profit that dwarfs their listed price if used in a clever enough manner over a long timespan.

The Potion of Longevity are here for medical reasons which should be fairly clear.

Daern's Instant Fortress potentially has a huge impact on grand military strategy.

Saidoro
2015-06-26, 08:39 PM
The exact process of crafting magic items varies widely from campaign to campaign and sometimes from item to item. It's up to the GM to determine whether crafting of magic items is allowed at all, and if it is allowed, the process by which it is performed. Some standard options are listed below, which the GM may choose to use or not. The options below are divided into two categories, initial requirements which must be met to craft the items at all and the actual process of crafting the item. The GM may apply any number of requirements, including adding new ones if they would like to and may set any process they prefer. However, these decisions should typically be made prior to game start and only changed if the options selected are presenting a major problem for the group or the setting.

Tool Requirement - In order to craft a magic item,the character must be proficient in a tool relevant to the construction of the magic item's base form. For example, a fighter wanting to create a Scimitar of Speed would need proficiency in Smith's tools, while a cleric wanting to make some Boots of Striding and Springing would need proficiency in cobbler's tools or leather worker's tools.
Feat Requirement - In order to craft a magic item, the character must select the ability to do so as a feat. At the GM's discretion, some other expenditure of resources could be allowed, such as trading out a background benefit.
Spellcasting Requirement - In order to craft a magic item, the character must be able to cast spells, including all spells that the item itself is capable of casting.
Recipe Requirement - In order to craft a magic item, the character must possess some sort of recipe. Typically, recipes will cost ten times what the item itself does, though this can vary widely from setting to setting. In some, researching recipes may be hugely expensive with a price on the final product to match, in others it may be so cheap as to be nearly free with the system mainly being there to prevent the desert dwelling druid who's never seen a river in their entire life randomly knowing how to make caps of water breathing.
Level Requirement - In order to craft a magic item, the character must be of a certain level or spellcasting level. A reasonably conservative set of recommended levels are included in the spoiler below(These will likely need to be adjusted if you adjust item prices). Alternately, the items could each be priced individually rather than by price range.
For consumables:
Level required|Cost of item
1|0-90
3|91-180
5|181-300
7|301-500
9|501-1000
11|1001-2000
13|2001-5000
15|5001-9000
17|9001+

For permanent items:
Level required|Cost of item
3|0-1500
5|1501-3000
7|3001-5000
9|5000-9000
11|9001-18000
13|18001-30000
15|30001-79999
17|80000+

Gold per Day - The character, through various complicated and arcane means, creates a certain value in magic items per day of downtime spent crafting. Items which cost more than the player can craft in a day can be crafted across many days, with the amounts crafted adding up linearly, though the GM may rule that diminishing returns decrease the production of particularly massive groups. Typically, they will also have to pay some amount of gold per day while doing so. Multiple crafters increase the amount crafted per day linearly. Some options for this are listed below.
Traditional: Each day spent crafting, the character creates 25 gold worth of magic items and pays 25 gold in costs.
Standard: Each day spent crafting, the character creates magic items worth 25 gold multiplied by their proficiency bonus. They must expend the same amount in materials per day. At their option, the character may instead craft 5 gold worth of magic items per day by paying only 2.5 gold per day in materials.
Fast: Each day spent crafting, the character creates 50 gold worth of magic items and pays 50 gold in costs. Both the amount crafted per day and the amount payed in costs is doubled at levels 5, 9, 13 and 17.

Special Ingredients - Magic items require some special ingredient to be created which is held in common between them, such as magic gems, elemental essences, pure hope or dragonshards. Unlike gold, multiple smaller ingredients can't be combined to form larger ingredients, nor can larger ingredients be broken down into multiple smaller ingredients. This is a good option for DMs who want the players to be able to do some basic item crafting, but would prefer for big ticket items to be entirely off the table unless specifically placed in the world. Generally, ingredients will have a "value" which determines the maximum price of item they may be used to craft on the above tables, though this value is not necessarily the same as what that shard or an item made using it will sell for on an open market. Ingredients may also have some further restrictions on what sorts of items they may be used to construct. At the GM's discretion, crafters may be able to disassemble items to recover their ingredients. The exact amount of time it takes to craft an item using an ingredient is up to the GM, typically it will take either however long it would take to craft that magic item using the gold per days rule or however long it would take to craft a mundane version of that item using the mundane crafting rules. An example for the world of Eberron is shown below.

Permanent magic items are made using Dragonshards. Dragonshards come in three types, Eberron, Siberys and Khyber. All permanent items require at least one dragonshard of a specific type with a value equal to or greater than the value of the item. Generally, only lower valued shards and the items made using them are available for a price in gold pieces equal to their value. Higher valued shards do exist in the economy, but they have major industrial applications which generally put them out of the reach of all but the wealthiest of individual buyers. Dragonshards may come in any value and they may be recovered from items unless the GM rules otherwise. Dragonshards of any type can be used to create magic items with very simple effects, like +1 weapons or circlets of blasting.
Consumables are created using the Gold per Day rules.


Players Choose Loot - A character can craft magic items by informing their GM that they wish to do so and going on some sort of quest to gather the materials needed to do so(The exact nature of these ingredients does not actually matter). The rate and frequency at which these items may be created is controlled by the GM. This is a good option for players and GMs who mutually trust one another not to abuse the system even in the absence of well defined rules for how the process works and who have common standards about what rate of magic item acquisition is reasonable. If you are not certain that this is true, avoid this system. An example is shown below.
The Barbarian Bronor wants to make a Flame Tongue Sword. Bronor's player talks to the GM about this and the GM, thinking that that is a reasonable sort of item for Bronor to have given how long it has been since he has last gotten a magic item, designs an adventure for the party. Next Session, Bronor and his party delve deep into the underdark to forge a sword of solid iron in a forge heated with the molten stone of the earth below, fighting off drow and giant spiders as they do so. The session ends as the party hunts down a Fire Elemental so that Bronor might plunge the sword into the Elemental's heart, stealing its fires.

Saidoro
2015-06-26, 08:41 PM
Changes
7/14/2015 - Potion of Longevity price increased to 9000

Candle of Invocation: Because we've learned a thing or two from 3.5
Deck of Many Things: Because lolrandom
Efreeti Bottle: Because Wishes
Iron flask: Because wishes
Ring of Three Wishes: Because Wishes
Luck Blade: Because Wishes
Well of Many Worlds: Because if the GM wants you to have a TARDIS you'll have one and if they don't you won't
Wand of Wonder: Because lolrandom
Ring of Djinni Summoning: It's pretty much everything from the gamechanging list in a single item. I can't see anyone selling these.
Bag of Tricks: Creating permanent living creatures does absolutley silly things to the economy.
Tome of the Stilled Tongue: No wizard would ever sell this.
Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a "level up" type thing
Belt of giant Strength: breaks bounded Accuracy
Potion of Giant Strength:breaks bounded accuracy
Rod of Resurrection: Plot device
Helm of Brilliance: Lolrandom
Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)
Staff of the Magi: Too much power
Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjust the golem crafting prices as needed.

Cursed items


The lists in handy-dandy .ods format for those who want it(Last updated 7/19/2015)
https://www.dropbox.com/s/3t18dm2eeuz4mfd/5eItems2.ods?dl=0

That should be all I need, tables will be posted as I convert them from my ODS sheet to forum tables. Have at it. And do tell me if you think something is priced wrong, some of these are very much eyeballed.

Inchoroi
2015-06-27, 12:03 AM
You may want to come up with some random treasure tables as well. In building my campaigns, the rolls that the group have gotten (every one random) has led to some of the players hording over 150 platinum pieces, all before level five. That might not be the case for everyone, however, because my players have the most amazing luck for treasure rolls (and we love randomness).

First thing I notice is your are definitely correct about the flying items--why the heck is a potion of flying 100 times more expensive than the broom of flying.

The setting I'm running is the Pathfinder setting, so I've been considering lowering the magic item costs to better fit the lore of the setting, but I also think the crafting rules need to be changed. I'd say that creating of any kind requires more proficiencies--not just the tools, but also the type of crafting you know how to do.

DracoKnight
2015-06-27, 12:26 AM
Yes! These all make sense!!!!!!!!! Thank you :D

Saidoro
2015-06-27, 09:16 AM
You may want to come up with some random treasure tables as well. In building my campaigns, the rolls that the group have gotten (every one random) has led to some of the players hording over 150 platinum pieces, all before level five. That might not be the case for everyone, however, because my players have the most amazing luck for treasure rolls (and we love randomness).

First thing I notice is your are definitely correct about the flying items--why the heck is a potion of flying 100 times more expensive than the broom of flying.

The setting I'm running is the Pathfinder setting, so I've been considering lowering the magic item costs to better fit the lore of the setting, but I also think the crafting rules need to be changed. I'd say that creating of any kind requires more proficiencies--not just the tools, but also the type of crafting you know how to do.

I'll put random tables on my to-do list. They're not really my thing, but I'll see what I can come up with.

The prices here were actually calibrated for Eberron, they should work fine for a high-magic setting like Golarion. I actually plan to offer a few different options for the magic items system, soy you should have some variety to pick from when I get there. What do you mean by more proficiencies, exactly? Do you want something like a blueprint system?

Kryx
2015-06-27, 12:38 PM
Your spell scrolls are lower than 3.X at lower levels. I don't think they should go lower than 3.X.
My prices: 50,150,350,850,1800,4500, 7400, 14000, 25000. I got these numbers by averaging 3.X and 5e's magic items prices and then dividing by 2 for consumables.

I do like your higher end numbers, but I think your lower end numbers are too low. I'd also suggest putting them in their own table for easier comprehension.

Saidoro
2015-06-27, 01:00 PM
I had been considering tweaking the lower end scroll prices up a bit. Not for any reason having to do with either 3.X or 4e(neither of which is really that relevant), but just because they seemed a bit cheap compared to things like vials of acid. I'll think about it and maybe update them in a bit.

Kryx
2015-06-27, 01:01 PM
Keoghtom's Ointment: You've priced it at 100. It heals for 2d8+2 (11 avg) and cures poison and disease. A potion of Healing (4d4+4 - average 14) sells for 150. That doesn't make sense.

Also you should label your potions of healing per DMG 187-188.

Kryx
2015-06-27, 01:09 PM
I find all of your prices incredibly low in comparison to the 3.X scale and more importantly Deconstructing 5e: Typical wealth by level (http://www.reddit.com/r/dndnext/comments/2r8kci/deconstructing_5e_typical_wealth_by_level/).

You should be basing your prices on the expected gold based on 5e tables. What you have is much too low on nearly everything imo. It should nearly all be doubled or trippled to match the calculations done.

One thing you'll notice: If you were to make that 5e table linear its very close to both the 3.5 and PF WBL tables.

Saidoro
2015-06-27, 01:49 PM
I find all of your prices incredibly low in comparison to the 3.X scale and more importantly Deconstructing 5e: Typical wealth by level (http://www.reddit.com/r/dndnext/comments/2r8kci/deconstructing_5e_typical_wealth_by_level/).

You should be basing your prices on the expected gold based on 5e tables. What you have is much too low on nearly everything imo. It should nearly all be doubled or trippled to match the calculations done.

One thing you'll notice: If you were to make that 5e table linear its very close to both the 3.5 and PF WBL tables.

I actually did see those tables and use them. One thing you'll notice if you look at the tables in detail is that prior to level 18, the 5e characters have less wealth than the Pathfinder characters by a factor of 3 or 4. At level 18 this does start to change, but honestly I'm perfectly fine with level 18+ characters having pretty much whatever magic items they want, the system isn't balanced towards that level range in particular, it's balanced towards the other 17 levels.

Kryx
2015-06-27, 01:58 PM
Potion of Animal Friendship: You've priced this at 100. Scroll users can pay 40gp for it. It should be double the cost for non magic users to use spells imo. I'd argue for 150-200% more, depending on spell.

You should do the same for Gaseous form - I suggest 150% more.

Potion of Diminution - I suggest 200% more due to the lack of concentration requirement.

kkplx
2015-06-27, 02:57 PM
Agree with Kryx that the costs are too low, especially for low level stuff - you should never dip below PF and 3.5e Prices, as magic is massively rarer in 5e.
Also try not to forget that an item that allows you to reproduce a spell should always be more expensive (2x the price in 35/pf) than the scroll for that spell, since it allows you to ignore the requirements of a scroll. depending on how nice you want to be towards non-casters, 150-200% of the scroll price should be appropriate.

There's also a good argument to be made that items involving 6+level spells should be significantly (but not massively) more expensive due to how restricted spell slots for those spells are.
(You already do this to an extent)

Inchoroi
2015-06-27, 05:12 PM
I'll put random tables on my to-do list. They're not really my thing, but I'll see what I can come up with.

The prices here were actually calibrated for Eberron, they should work fine for a high-magic setting like Golarion. I actually plan to offer a few different options for the magic items system, soy you should have some variety to pick from when I get there. What do you mean by more proficiencies, exactly? Do you want something like a blueprint system?

For Pathfinder's system, they use feats to gain the ability to craft certain items; what I thought of first was requiring a character to become proficient in a specific type of crafting--for example, you have to be proficient in, say, enchanting tools and Craft: Wands in order to craft a wand, or proficiency in calligrapher's tools and Craft: Scrolls to make a scroll (along with being able to cast the spell, of course).

I'd also say that having the crafting rules state that not necessarily the crafter himself has to be able to cast the spell, but someone has to be casting it, meaning another party member, or, possibly, hiring someone to do so while you craft it. Makes it a bit more interesting, and hopefully tries to prevent the "Craft Slave" character concept from becoming a thing (which I hate).



One thing that I've just started wondering...


How does 5e's magic item costs compare to earlier editions, especially 2e--one thing my group has noticed (and I have as well) is the similarities to 2e, so it makes me wonder if they're a throw back to those prices, rather than the Christmas Tree Effect of 3.5/PF/4e.

jkat718
2015-06-27, 08:17 PM
One thing I noticed is that most--if not all--of the mundane equipment weights and prices are exactly the same as the 3.x equipment. Not sure what that implies, but I found it interesting.

Kryx
2015-06-28, 02:41 AM
Several items from the PHB are missing: Oil, Healer's Kit, Ball bearings, Caltrops, Hunting Trap, Acid, Holy Water, Alchemist's Fire, Antitoxin, etc.

Also poisons from the DMG (those have a price listed already and give a great baseline - which is much closer to 3.X than your numbers are).

Items based on spells which should be between 150-200% of the appropriate level spell:
Potion of Animal Friendship 150%
Potion of Resistance 150%
Potion of Mind Reading 150%
Potion of Invisibility 150%
Potion of Diminution 220% (duration and no concentration)
Potion of Growth 220% (duration and no concentration)
Potion of Water Breathing 150%
Potion of Clairvoyance 150%
Potion of Gaseous Form 150%
Potion of Flying 150%
Necklace of Fireballs (One bead) 160% for scaling aspect
Potion of Speed 200% (no concentration)
Oil of Slipperiness 150%
Elemental Gem 150%
Oil of Etherealness 150%

In case anyone wants to see my version:
My prices for consumables (https://docs.google.com/spreadsheets/d/1YHRf4dvJ369qWN5iVm-vMTzt985Sd6Shx1QespxRrIs/)
(though I made a few alterations - removed ammo. Removed bless from potion of heroism)

Saidoro
2015-06-28, 10:45 AM
Allright, I've tweaked the low level consumable prices a bit, they now deviate somewhat from the formula used by the higher level items but should be a bit less cheap.


For Pathfinder's system, they use feats to gain the ability to craft certain items; what I thought of first was requiring a character to become proficient in a specific type of crafting--for example, you have to be proficient in, say, enchanting tools and Craft: Wands in order to craft a wand, or proficiency in calligrapher's tools and Craft: Scrolls to make a scroll (along with being able to cast the spell, of course).

I'd also say that having the crafting rules state that not necessarily the crafter himself has to be able to cast the spell, but someone has to be casting it, meaning another party member, or, possibly, hiring someone to do so while you craft it. Makes it a bit more interesting, and hopefully tries to prevent the "Craft Slave" character concept from becoming a thing (which I hate).

One thing that I've just started wondering...


How does 5e's magic item costs compare to earlier editions, especially 2e--one thing my group has noticed (and I have as well) is the similarities to 2e, so it makes me wonder if they're a throw back to those prices, rather than the Christmas Tree Effect of 3.5/PF/4e.

I'll put that down as an option.

I don't really know anything about 2e's system, I've never played a 2e game. That being said, the main thing working against the christmas tree effect is the attunement rule.


Potion of Animal Friendship 150%
Potion of Resistance 150%
Potion of Mind Reading 150%
Potion of Invisibility 150%
Potion of Diminution 220% (duration and no concentration)
Potion of Growth 220% (duration and no concentration)
Potion of Water Breathing 150%
Potion of Clairvoyance 150%
Potion of Gaseous Form 150%
Potion of Flying 150%
Necklace of Fireballs (One bead) 160% for scaling aspect
Potion of Speed 200% (no concentration)
Oil of Slipperiness 150%
Elemental Gem 150%
Oil of Etherealness 150%
Okay, I'm going to have to disagree with some of these.
Potion of flying demands a higher price both for its greater duration and its lack of concentration.
Necklace of fireballs absolutely does not have a price which works like that. A necklace with a number of beads that can make a fireball of a certain level costs as much as a potion of that level. That's it.
Oil of etherealness is discounted significantly because its long application time takes away a key application of the etherealness spell: its use as an escape route.

Kryx
2015-06-28, 04:51 PM
Potion of flying demands a higher price both for its greater duration and its lack of concentration.
100% agreed. I had it higher earlier, must've made a mistake. I'll switch to 250% based on my scroll prices is 875g.


Necklace of fireballs absolutely does not have a price which works like that. A necklace with a number of beads that can make a fireball of a certain level costs as much as a potion of that level. That's it.
I don't understand. My percentage suggestion was for 1 bead. 160% of the price of a scroll of fireball for 1 bead.


Oil of etherealness is discounted significantly because its long application time takes away a key application of the etherealness spell: its use as an escape route.
I missed that. Ya, the price should be lower, but the item seems to be less about escape and more about bypassing encounters/plot. I would say 125% of a scroll price, personally.


I actually think the default pricing shouldn't be significantly more than scrolls. Maybe 120% would be better for options for martials.

Saidoro
2015-06-28, 06:27 PM
I don't understand. My percentage suggestion was for 1 bead. 160% of the price of a scroll of fireball for 1 bead.
There's no reason to charge them extra for a functionality that the single bead all on its own doesn't actually have.



I missed that. Ya, the price should be lower, but the item seems to be less about escape and more about bypassing encounters/plot. I would say 125% of a scroll price, personally.
Yeah, I'm not putting the oil equal to or greater than the price of a scroll of etherealness. While it does maintain a significant amount of its utility, it easily loses enough that scroll for potion is a bad trade in most groups.


I actually think the default pricing shouldn't be significantly more than scrolls. Maybe 120% would be better for options for martials.
They were at 125 % when I started and you called for an increase. They are currently at 150%.

Kryx
2015-06-29, 09:48 AM
They were at 125 % when I started and you called for an increase. They are currently at 150%.
I called for an increase in pricing in general, but then later suggested the higher amount because it was the standard before.

I now think the standard should be lower so martials can have fun utility items as well. It's only a set amount of them, so no biggie.

BTW thanks for doing this. I've split mine off from your lower price choices, but I am very appreciative that you started it and motivated me to do it as well. :)

Baptor
2015-07-01, 06:54 PM
Oh, how long have I been searching for something like this!

Question though, how did you come up with these prices? What sort of math or logic did you implement?

I ask because a vorpal sword is legendary and its 24,000gp. Considering the crap ton of gold the tables start giving out around the teens, it seems like it would be super easy to come up with this much to grab a couple of vorps, which seems off.

I just want to know how you did it so I can understand it so I can use it properly.

Saidoro
2015-07-01, 07:27 PM
I used this (http://www.enworld.org/forum/showthread.php?402507-Deconstructing-5e-Typical-Wealth-by-Level) table to set the upper end prices.
If you're using magic item shops, the assumption is that around levels 15 to 17 you should pretty much hit the peak of raw power with three or four really good items, and then more or less ascend into godhood and get whatever items you want over the last three with the bulk of the growth being in the ability to trade swap in new stuff as needed. At lower levels people have more of a choice between investing in single awesome items and handfuls of merely useful ones.


In unrelated news, crafting stuff is now up.

Twelvetrees
2015-07-03, 12:41 AM
This will be quite useful. Thanks for making it.

I figure I should help some if I can, so I'll try to suggest some prices for items on your to-do list.

Wand of Fireballs/Lightning Bolts: ~26000
Reasoning: This is in between the Staff of Fire, and the Wand of Polymorph, which are less powerful and more powerful, respectively. I would put these at about the same power level as the Staff of Frost, which is why I suggest the same price.

Wand of Magic Missiles: 8000
Reasoning: The Wand of Web costs 8000, and it's a 2nd level spell. A wand of a first level spell (which can be cast at higher levels for more charges) seems to be about equivalent in value to me. If anything, 8000 might be a little high of a price.

Manual of Golems: >31000
Reasoning: Elementals are CR 5, so having the ability to create Golems of CR 5 or higher needs to be the same price or higher than Rings of Elemental Command.



I have listed the suggested prices for the items I did not see on your list below. This assumes that the Robe of Useful Items is too random for pricing, which is why I did not price it.


Dragon Slayer: 7000
Reasoning: It's similar in function to a Giant Slayer, and you've got that priced at 7000. It might warrent being bumped up to 8000, however, because it is especially good against some of the most dangerous monsters in the game.

Mace of Terror: 8000-10000
Reasoning: It has nearly the same effect as the Wand of fear, but in a radius. I lacks the wand's other option, so a lesser price may make sense.


Once again, thank you. This will be very helpful.

Saidoro
2015-07-03, 02:13 AM
This will be quite useful. Thanks for making it.

I figure I should help some if I can, so I'll try to suggest some prices for items on your to-do list.

Wand of Fireballs/Lightning Bolts: ~26000
Reasoning: This is in between the Staff of Fire, and the Wand of Polymorph, which are less powerful and more powerful, respectively. I would put these at about the same power level as the Staff of Frost, which is why I suggest the same price.

Wand of Magic Missiles: 8000
Reasoning: The Wand of Web costs 8000, and it's a 2nd level spell. A wand of a first level spell (which can be cast at higher levels for more charges) seems to be about equivalent in value to me. If anything, 8000 might be a little high of a price.

Manual of Golems: >31000
Reasoning: Elementals are CR 5, so having the ability to create Golems of CR 5 or higher needs to be the same price or higher than Rings of Elemental Command.

Yeah, I'm still thinking about the evocation wands. The problem with the lot of them is that you get quite radically different prices assuming they'll be spent one charge at a time than by assuming they'll always be used with every charge but one at once. The first honestly seems like the sort of item that I'd want to see existing in the game more, it's more interesting than the nova stick, but it's getting hedged out by how spell-like items scale. The manual isn't quite comparable to the rings, dominate monster only lasts for 1 minute, which makes it almost unusable outside of direct combat. And while the spell is terribly useful in combat in its pure form, the version the rings give which only works on one specific monster is absurdly situational. Those are mostly priced for the abilities you get when you defeat an elemental.


I have listed the suggested prices for the items I did not see on your list below. This assumes that the Robe of Useful Items is too random for pricing, which is why I did not price it.


Dragon Slayer: 7000
Reasoning: It's similar in function to a Giant Slayer, and you've got that priced at 7000. It might warrent being bumped up to 8000, however, because it is especially good against some of the most dangerous monsters in the game.

Mace of Terror: 8000-10000
Reasoning: It has nearly the same effect as the Wand of fear, but in a radius. I lacks the wand's other option, so a lesser price may make sense.


Once again, thank you. This will be very helpful.

:smallredface: Oh wow, I had those in the ods, just must have missed them transferring things over. Thanks for the catch.

Twelvetrees
2015-07-03, 09:39 AM
Ah. Thanks for the explanation.

In that case, I'd probably put the Wand of Fireballs/Lightning Bolts somewhere between 32000 and 44000. 32000 would be about a third of a character's total wealth at level 15, and 44000 would be about a third at level 17. Spending a third of one's cash for the ability to cast a level 9 spell seems fine to me, especially when each wand does 50 or so damage in an area. That's not particularly good for a 9th level spell.

I think 8000 is still an appropriate price for the Wand of Magic Missiles. If anything, it could be lower. A Ring of the Ram (5000), used at full power, does 1.5 times the amount of damage that spending all of the charges of the wand would. It also pushes the target. Requiring an attack roll does make it less powerful, but even if we halve its damage output because it misses about half the time, it's not far behind. Being able to target multiple creatures with the missiles would be a reason to have the wand be just a bit more expensive than the ring.


Looking through the items to try to find comparable ones to the Wand of Fireballs/Lightning Bolts caused me to find the Ring of Shooting Stars at 3000. I might suggest making this more expensive, but only if the following use is viable: Using all three charges of the ring to create mini fireballs in the same area could result in damage comparable to a 6th level casting of Fireball.

I'm not sure if the mini fireballs can be stacked, but if they can, the ring should likely have a much higher price.

Saidoro
2015-07-03, 12:42 PM
Ah. Thanks for the explanation.

In that case, I'd probably put the Wand of Fireballs/Lightning Bolts somewhere between 32000 and 44000. 32000 would be about a third of a character's total wealth at level 15, and 44000 would be about a third at level 17. Spending a third of one's cash for the ability to cast a level 9 spell seems fine to me, especially when each wand does 50 or so damage in an area. That's not particularly good for a 9th level spell.
Hm, doing a bit more in depth comparison to other spells around that level, 8th level Fireballs(the highest you can safely cast) barely deal more damage than delayed blast fireballs, which are 7th level. Yeah, 32000 should be fine. (Evocations scale really badly)

I think 8000 is still an appropriate price for the Wand of Magic Missiles. If anything, it could be lower. A Ring of the Ram (5000), used at full power, does 1.5 times the amount of damage that spending all of the charges of the wand would. It also pushes the target. Requiring an attack roll does make it less powerful, but even if we halve its damage output because it misses about half the time, it's not far behind. Being able to target multiple creatures with the missiles would be a reason to have the wand be just a bit more expensive than the ring.
Alright, I suppose I can see that. The main concern is that the wand of magic missiles doesn't require attunement, so a higher level character could stockpile a bunch of them and nova all the time. Though I suppose 8000 is probably enough to push the problem off until the 18-20 range.

Looking through the items to try to find comparable ones to the Wand of Fireballs/Lightning Bolts caused me to find the Ring of Shooting Stars at 3000. I might suggest making this more expensive, but only if the following use is viable: Using all three charges of the ring to create mini fireballs in the same area could result in damage comparable to a 6th level casting of Fireball.

I'm not sure if the mini fireballs can be stacked, but if they can, the ring should likely have a much higher price.
Hm, I'd been thinking they couldn't overlap, but rereading it I don't think that's actually the case. I'll figure out a new price for that.

Saidoro
2015-07-12, 01:22 PM
All items from the DMG should be listed now. I also think I'm pretty much done making small spot changes, I'll still make changes if a problem is pointed out to me, but any such change will be recorded in post #7 for easy reference.

jkat718
2015-07-13, 01:42 AM
In post 7, you mention that an ODS file exists? Could that be shared, por favor? :smallbiggrin:

Saidoro
2015-07-14, 09:20 AM
The old one is a mess and kind of out of date, I'm putting together a new one at someone from another forum's request and will post a link here when it's together.

jkat718
2015-07-15, 01:32 AM
Thanks! :smallsmile:

Saidoro
2015-07-20, 12:16 AM
A link to the .ods is now in post 7. Someone in another forum has also volunteered to put the tables in a pdf.

Saidoro
2015-07-21, 01:04 PM
A link to Inconnunom's excellent pdf has been included in post 1.

https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing

Morcleon
2015-07-28, 11:16 PM
Saidoro, would you be opposed to me posting here a list of unofficial (as unofficial as homebrew already is) prices for the items that won't be priced?

ImSAMazing
2015-07-29, 05:31 PM
Sorry if I am wrong, but I believe that I can't find the Gauntlets pf Ogre Power anywhere.

jkat718
2015-07-30, 09:38 PM
Sorry if I am wrong, but I believe that I can't find the Gauntlets pf Ogre Power anywhere.

They're on page 171 of the DMG. They're uncommon wondrous items (attuned only) which give you a STR minimum of 19. They're basically a discount Belt of Giant Strength.

Saidoro
2015-08-01, 10:10 AM
Saidoro, would you be opposed to me posting here a list of unofficial (as unofficial as homebrew already is) prices for the items that won't be priced?
Go for it.

darkrose50
2015-08-10, 10:35 PM
What are the formulas that you use?

HarrisonF
2015-09-21, 02:43 PM
I noticed you didn't price Bag of Tricks due to brokeness. There is going to be errata per JC to fix it since it was supposed to be 10 minutes/1 at a time:

http://www.sageadvice.eu/2015/01/16/bag-of-tricks-errata/

Based on that, what do you think the price should be?

Coidzor
2015-09-23, 03:28 AM
So, what are your thoughts about Luck Blades without the wishes and things like +1 Adamantine Armor or +2 Vicious Greataxes?

That is to say, combining weapon and armor properties. Something simple, like going from a +1 to a +2, that's straightforward of course, and even going from a +1 to a property which incorporates a +1 attack/damage is intuitive enough to handle easily, sure, but the stuff beyond that seems to be complete Here There Be Dragons territory.

CapnZapp
2015-09-26, 11:15 AM
I'll put random tables on my to-do list. They're not really my thing, but I'll see what I can come up with.
Any news on this? :smallsmile:

(Mind you, I'm talking about new versions of Magic Item Tables A through I, where items have been moved around to account for the changes in these tables/calcsheets/PDF.)

CapnZapp
2015-09-26, 11:17 AM
They're on page 171 of the DMG. They're uncommon wondrous items (attuned only) which give you a STR minimum of 19. They're basically a discount Belt of Giant Strength.
I believe he knows this and is instead asking for where they are in these tables.

I can say they're in the PDF at least. Gauntlets of Ogre Power are priced at 8000.

Fizban
2015-09-27, 06:24 AM
The next item I found was the potion of flying. The potion of flying gives a fly speed equal to your walk speed the same as the Winged Boots do. It lasts one hour like the Wings of Flying, and can only be used once ever. The potion of flying is Very Rare. It is worth 50,000. 100 times what an item that gives precisely the same effect 4 times every single day forever does.
What you're missing here is that the magic items were never meant to be priced on rarity, when they said no magic item shops they meant it. Take another look at how the tables are structured/pinged, and you'll find that the consumables are all stuck on their own tables. It's actually two different categories, permanent items and consumables, with each treasure set rolling some of each, not they'd ever tell you that. This is why there are "very rare" items that are still just crappy potions, because they're potions meant to be found and consumed at the same levels as "very rare" permanent items.

As an aside, I've also begun to think the actual source of the WBL results in 3.5 was never some arcane formula that produced those swings, but actually the average results of the random tables. Because WotC really thinks random tables are a good way to balance a game.


One thing you'll notice: If you were to make that 5e table linear its very close to both the 3.5 and PF WBL tables.
The end of your statement is intriguing, but I have no idea what it's supposed to mean. Do you mean like using a graphing calculator to find a linear regression (I think that's the term) based on the data points, or just looking at the ratio of starting wealth to ending wealth or something? Also, the 5e table in the DMG or the 5e table from the forum post?

I'd also note that from my own simplified calculations, the 5e starting item suggestions for higher level characters seemed reasonably in line with the results of rolling on their tables as indicated. Dunno about the gold totals though. I'd also note that there's always been some assumption of consumables, 3.5 noted that random generation should produce roughly 10% more than required for WBL, to account for consumable use, which might account for rolled totals being higher than expected.

Kryx
2015-09-27, 11:06 AM
The end of your statement is intriguing, but I have no idea what it's supposed to mean. Do you mean like using a graphing calculator to find a linear regression (I think that's the term) based on the data points, or just looking at the ratio of starting wealth to ending wealth or something? Also, the 5e table in the DMG or the 5e table from the forum post?
The forum post. Look at level 5= 560g. Compare to level 6= 4,500g.
If you were to remove the jumps based on treasure hoard is what I was saying.

Here is a graph comparing 5e to PF wealth
http://i.imgur.com/kC6yzWA.png

Saidoro
2015-09-27, 10:24 PM
And this is what happens when you forget to check your subscriptions.

What are the formulas that you use?
There's no single general formula that covers absolutely every single thing, the closest thing to that is the prices of spell-like items doubling with every spell level(with a few adjustment factors for levels 1 and 2. This also impacts things like the base +X item scaling rate). If you're adding a relatively small bunch of items the best way to handle things is either to look to nonmagical ways of solving the same problem and decide a price based off of how much better the magical solution is or to find other items that do the same sort of thing and price it in comparison to them

I noticed you didn't price Bag of Tricks due to brokeness. There is going to be errata per JC to fix it since it was supposed to be 10 minutes/1 at a time:

http://www.sageadvice.eu/2015/01/16/bag-of-tricks-errata/

Based on that, what do you think the price should be?
Will put that on to do list.

So, what are your thoughts about Luck Blades without the wishes and things like +1 Adamantine Armor or +2 Vicious Greataxes?

That is to say, combining weapon and armor properties. Something simple, like going from a +1 to a +2, that's straightforward of course, and even going from a +1 to a property which incorporates a +1 attack/damage is intuitive enough to handle easily, sure, but the stuff beyond that seems to be complete Here There Be Dragons territory.
Luck blade with no wishes will go on the to do list. For combining items, I would generally recommend that items which aren't badass enough to require attunement should be combinable without extra costs. Weapons and armor are a bit more complicated since you can only use one at a time. There are a few different ways you could handle it, the simplest one would probably just be to eyeball how "good" the less expensive of the two effects is and multiply the price of the more expensive one by some number based on that. I will think on this and get back to you.

Any news on this? :smallsmile:

(Mind you, I'm talking about new versions of Magic Item Tables A through I, where items have been moved around to account for the changes in these tables/calcsheets/PDF.)
Oh whoops, will get back to you on that. It slipped my mind.

What you're missing here is that the magic items were never meant to be priced on rarity, when they said no magic item shops they meant it. Take another look at how the tables are structured/pinged, and you'll find that the consumables are all stuck on their own tables. It's actually two different categories, permanent items and consumables, with each treasure set rolling some of each, not they'd ever tell you that. This is why there are "very rare" items that are still just crappy potions, because they're potions meant to be found and consumed at the same levels as "very rare" permanent items.

As an aside, I've also begun to think the actual source of the WBL results in 3.5 was never some arcane formula that produced those swings, but actually the average results of the random tables. Because WotC really thinks random tables are a good way to balance a game.
I did look at the loot tables. Regardless of the availability of stores selling magic goods, items do have sell prices based on their rarity. Sovereign glue and potions of flying just selling for absolutely absurd prices compared to other items is only slightly better than them both selling and buying for those prices. Because there are actual, game-mechanical things you can spend that money on which will help you far more than those items possibly could. Mercenaries being the go-to example.

KorvinStarmast
2015-11-05, 04:31 PM
What you're missing here is that the magic items were never meant to be priced on rarity, when they said no magic item shops they meant it. This point seems to have been ignored by the OP, and sadly, some people can't help themselves.

Personally, I blame Wal Mart. :smallyuk:

JNAProductions
2015-12-02, 07:58 PM
Okay-checking the date, I don't think this is necromancy. Because I really don't want this thread to die.

This is a very useful resource. Thanks for making it!

Saidoro
2015-12-08, 11:38 AM
Worry not, I knida got hit by real life things which are keeping me from spending time on this, but I'm keeping track of it for when things calm down again.

Ghost Nappa
2016-02-16, 05:04 PM
The Belt of Giant Strength is not on any of the tables. (I looked for them with CTRL+F and only the Belt of Dwarvenkind was showed up.)

Eliana Solange
2016-02-21, 01:39 PM
I noticed you didn't price Bag of Tricks due to brokeness. There is going to be errata per JC to fix it since it was supposed to be 10 minutes/1 at a time:

http://www.sageadvice.eu/2015/01/16/bag-of-tricks-errata/

Based on that, what do you think the price should be?

The actual erratum ended up being that the creature disappears at dawn. Still fixes the brokenness of creating permanent creatures. Any thoughts on a price? I'm just trying to get an idea of where people think it fits relative to other items.

Eliana Solange
2016-02-21, 02:19 PM
The Belt of Giant Strength is not on any of the tables. (I looked for them with CTRL+F and only the Belt of Dwarvenkind was showed up.)

In the PDF (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view), it's in the "items that won't be priced" list:

Belt of giant Strength: breaks bounded accuracy

Morcleon
2016-02-21, 02:48 PM
In the PDF (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view), it's in the "items that won't be priced" list:

Belt of giant Strength: breaks bounded accuracy

Oh, I should get on that. I was gonna go price all of the items in the "won't be priced section" that would make sense to be priced (basically everything other than the plot device or wish-granting items". :smalltongue:

Eliana Solange
2016-02-21, 05:01 PM
Oh, I should get on that. I was gonna go price all of the items in the "won't be priced section" that would make sense to be priced (basically everything other than the plot device or wish-granting items". :smalltongue:

It would be awesome if you did :)

Morcleon
2016-02-22, 01:12 AM
While the pricing levels here do not reflect the same game perspective as the OP's, merely the act of giving them prices at all sufficiently divorces these items from said perspective.

Parentheses indicate the price if any listed assumptions are false. All still unpriced items are thus because they are consided cursed items or actual plot devices.



Item
Price


Candle of Invocation
16000


Iron Flask
52000


Wand of Wonder
13370


Ring of Djinni Summoning
80000


Bag of Tricks (assumes errata of 1 day duration)
6000 (60000)


Tome of the Stilled Tongue (assumes non-artifact version)
10000 (N/A, artifact)


+2 stat manuals
40000


Belt of Giant Strength (Str 21/23/25/27/29)
20000/30000/50000/80000/120000


Potion of Giant Strength (Str 21/23/25/27/29)
1000/1500/2500/4000/6000


Rod of Resurrection
120000


Helm of Brilliance
1000+(3000/diamond)+(800/ruby)+(300/fire opal)+(200/opal)


Staff of the Magi
135000


Manual of Golems
10% of materials cost

JNAProductions
2016-03-28, 03:07 PM
Booper dooper, this deserves to be stickied.

Xeviat
2016-04-26, 07:39 PM
I registered just to comment on this. Thanks for making it. Even if you don't use magic item shops, these can work wonders to helping a DM keep balance among the players or at least get the results that they intend.

I had a note related to your game changing items, a way I think I've "fixed" them in my games (including the belts of giant strength and all that): I've increased the attunement slots to 4, but I make all permanent items require attunement. If someone wants to stack for AC or stack for Damage, it's possible. It's also helping me to balance TWFing with GWFing, as I'm looking into house rules to do that (where a TWFer can have two magic weapons, a GWFer can have a magic weapon and a belt of giant strength).

gzimmer
2016-06-26, 06:02 PM
I ALSO just registered to thank you for this work! Also, I'm working on a windows program that will automatically randomly generate item shop inventories and was wondering if you wouldn't mind me using your price list for it. I can't post links but it's on github under username garylzimmer and the project is called Magic Shop.

JNAProductions
2016-07-26, 05:10 PM
This thread needs to be stickied.

WilliamD40
2016-07-26, 05:20 PM
I second this motion

Irish Musician
2016-07-27, 03:16 PM
This thread needs to be stickied.

thirded, definitely

Saidoro
2016-07-27, 06:53 PM
I ALSO just registered to thank you for this work! Also, I'm working on a windows program that will automatically randomly generate item shop inventories and was wondering if you wouldn't mind me using your price list for it. I can't post links but it's on github under username garylzimmer and the project is called Magic Shop.
Go for it, as far as I'm concerned anyone can use these for any reason.

jolt9
2017-02-08, 04:18 PM
these almost all seem ether too high for the simpler items or too low for the very rare to legendary to me, except legendary items(excluding the instruments of the bards which seem super high considering only bards can use them).
the list only seems to take into account what the item could do, and not who can use it, which certainly is better then how the dmg is set up. but an item only usable by one class should probably be a bit cheaper then the equivalent that anyone can use. instruments of the bards are cool and give some good stuff, but only a bard can use it. it gives some useful once per day free spells to a class that is kinda meant to burn threw spell slots like candy. of course this argument is made invalid with the inclusion of min/maxed multiclassing, or thief rouge(which to be honest is there whole thing)

but my experience with this is limited, i don't use it in my games, but i do have a gm who uses this, but dont know how well its actually playing out. we have only bought 1 magic item. he constantly reminds us we can buy them, but the most money iv'e ever had was 1800 gold, and that was from looting a kings corps and selling his stuff... then immediately got robed on my way to buy full plate.... i was level 11.
but thats more gm's thing, not the lists

Deleted
2017-02-08, 06:35 PM
This is absolutely wonderful, thank you.

Unahim
2017-08-09, 12:30 PM
I think you're overvaluing the Broom of Flying compared to the Wings. The wings leave your hands free, the broom should take at least one of your hands to steady yourself (so no bows, no reloading crossbows) and both of your legs are tied down too. You're not going to "fall off of" the wings, but the broom seems like a flying death trap just waiting for you to get knocked/pulled off the first time you fight with it.

Also the broom seems annoying to carry around.

The broom has longer flight time, but that's it. I'd put them equal price.

Also, I think some flight options for low level players is a must. Casters are going to get into the air by level 5, it's just the melee guys suffering if flight is hard for everyone else. Boots of Fly with a duration of 1m per day or something.

Tacocat804
2017-09-30, 11:50 PM
In the DMG Errata, the Bag of tricks is fixed so the creatures summoned disappear. Would you be able to make a price for it? It's one of my favorite items.

futrtrubl
2017-10-22, 03:01 PM
A question about Dragon Scale Mail. It's listed as 4000 gold while having better attributes than Armor of Resistance at 6000 gold (plus maybe the cost of the base armor type). Should it really be like that?

greenstone
2017-10-22, 05:07 PM
Thank you for this, it has saved me a lot of work for a game where people can pick their own magic items (starting at 8th+ level).

And to save even more work... has anyone done this work for the magic items in the various adventures?

MarvAlice
2018-05-25, 10:17 AM
is the 2 bead necklace of fireballs supposed to be massively more economical than any other option?

RMcD
2018-06-03, 08:10 AM
Bag of Holding is in the 101-500 range, here it's 4000? WTF

Wonton
2018-06-14, 04:18 AM
Holy cow, thanks for this. I just read the pricing rules in the DMG for the first time and... whoever wrote them should be embarrassed, honestly. :smallannoyed:

500gp for a Broom of Flying, 50,000gp for a Potion of Flying, and 500,000gp for Sovereign Glue.

I get that their aim was to avoid putting a price tag on everything so that items feel more "magical" and less like things you buy at Walmart, and I respect that goal. They just went about it in a horrible way that, frankly, makes me question the credentials of whoever wrote that chapter of the DMG. Was it ever even proofread by a designer? Did ANYONE do a 2nd pass on it? I could have done a better job pricing items when I was 6 years old.

Anyway, thanks OP, and thanks to whoever made that PDF. You did a far better job than the professional WotC writers did.

Grimn
2018-07-28, 01:00 PM
I noticed the belt of giant strength was not on this list I was wondering why

Sirithhyando
2018-07-30, 08:45 AM
I noticed the belt of giant strength was not on this list I was wondering why

Look at the last page of the pdf, it list the items that wont be price and a brief reason why.

DabDaddy51
2018-07-30, 03:38 PM
The pricing for the RoTPK +1 is WAY too high it’s three times as much as a +2 weapon why is this? The +1 to save dc and attack rolls of spells isn’t that powerful and as I almost exclusively play Warlock as long as your party takes 2 short rests a long rest and has 2 to 4 battles every short rest one more spell slot a long rest is hardly worth three times that of a +2 weapon. Also the wand of the war mage is priced far below it as well and I think the ability to ignore half or three quarters cover can be very useful almost as much as the one spell slot recovery of the RoTPK. Also you have your last RoTPK still a +2 instead of a +3.

JNAProductions
2018-07-31, 02:05 PM
The pricing for the RoTPK +1 is WAY too high it’s three times as much as a +2 weapon why is this? The +1 to save dc and attack rolls of spells isn’t that powerful and as I almost exclusively play Warlock as long as your party takes 2 short rests a long rest and has 2 to 4 battles every short rest one more spell slot a long rest is hardly worth three times that of a +2 weapon. Also the wand of the war mage is priced far below it as well and I think the ability to ignore half or three quarters cover can be very useful almost as much as the one spell slot recovery of the RoTPK. Also you have your last RoTPK still a +2 instead of a +3.

+1 DC is more valuable than +1 to-hit.

Attack rolls do, pretty much universally, damage. Saves can be much worse.

Merudo
2018-09-21, 02:39 PM
+1 DC is more valuable than +1 to-hit.

Attack rolls do, pretty much universally, damage. Saves can be much worse.

You seem to be implying that using your action for a spell with a save is always superior to attacking.

A +1 to hit and a +1 to save DC both increase the probability that an action will actually do stuff by 5%. Seems very similar to me.

JNAProductions
2018-09-21, 06:09 PM
You seem to be implying that using your action for a spell with a save is always superior to attacking.

A +1 to hit and a +1 to save DC both increase the probability that an action will actually do stuff by 5%. Seems very similar to me.

In general? A save is superior to an attack roll.

Which is worse, getting hit twice (5th level martial class using their turn to attack you) or getting Paralyzed (2nd level spell, Hold Person).

If the only spells were cantrips, I'd agree they'd be equal. But there are a lot more than cantrips.

Edit: In addition, it's much more possible to target weak attributes with saves. Enemies have one AC, but they have six saves. Hit someone who has a -1 to Wisdom saves with a DC 20 Hold Person and they just... Stop functioning for a minute. Which is more than a full combat.

AlohaJerry
2018-10-01, 09:39 PM
Aloha,
Has anyone already converted these prices into a FantasyGrounds mod? Or has a mod that makes magic shops using this pricing?
I don't want to do a lot of work on this if it has already been done.

thanks

Merudo
2018-10-04, 11:18 PM
I've given it some thoughts and I came to the conclusion that one relatively inexpensive item stands out in the list: the Dancing Sword.

Dancing Sword is essentially a Spiritual Weapon that scales off str/dex instead of wis, except it is available to every class and doesn't take a spell slot. If said Dancing Sword is a Greatsword, the damage is better than Spiritual Weapon.

At 2000 gold it makes Polearm Mastery, a feat traditionally seen as OP, obsolete. Why spend a feat to do 1d8 for the main attacks & 1d4 damage as a bonus action when you can spend 2000 gold instead and do 2d6 for both the main attack & the bonus action? Plus, contrarily to PAM, you can still use your bonus action to attack even if you use your action for something else.

Raxiuscore
2019-01-31, 05:57 PM
Is the Sentinel Shield a typo? Why does advantage on perception and initiative, having to attune to a shield which not everyone can use, cost less than resistance to all nonmagical damage?

Merudo
2019-02-18, 04:38 AM
I've noticed that one item, "Shield Guardian", is not priced.

It's a very common magical item though, and can be found in most published WotC adventures.

How valuable do you think the Shield Guardian is?

ray57913
2019-07-13, 07:17 AM
Has there been an update to include magical items from the newer books?

Bjarkmundur
2019-07-13, 10:50 AM
I don't mind this necro. Thanks for bringing this to my attention <3

This still needs to be put into perspective with assumed gold per player per level, since that tends to vary a lot between campaigns. I think most of us using Treasure Hoards have realized that cutting the coins and just using the gems/arts is the way to go for figuring it out.
Being able to compare assumed gold and personal goldgives a DM an opportunity to increase/decrease the prices based on the percentage difference between his loot system and the assumed one.

Is there anyone here we trust to continue this work. I feel like although this is an endless project, it is one the community desperately needs :/
I might have the time and the love for comparing numbers, but my lack of experience with the system rules me out. Is there anyone who qualifies?

I'd personally pay for this being updated and used for a revised Magic Item Tables A-I

flat_footed
2019-07-13, 02:17 PM
The Fullmetal Mod: Thread necromancy is a forbidden art.