Zhorn
2019-05-17, 06:25 AM
So the discussion of making custom magic items came up in my game last week and I've told my players I'd look into setting up some versatile rulings for making items not listed in a sourcebook. The mindset I'm going with is if there is a spell which can produce a similar effect, then making a magic item do it should be a possibility.
Already fiddling about with cost formulas for scrolls (a mix between the AL spec services formula and a variation on xanathar's scroll crafting rules, there'll be a post in homebrew at a later date when i'm happy with it), figured I can use that to work out a base enchanting cost for custom magic items.
Charges, recharging and spell permanency has me a little stumped.
For the sake of a consistent benchmark, to make a single cast scroll that doesn't require material components I have:
Spell Level
Crafting Cost
Equivalent Rarity
Cantrip
25 gp
Common
1st
50 gp
Common
2nd
100 gp
Uncommon
3rd
250 gp
Uncommon
4th
500 gp
Rare
5th
1,000 gp
Rare
6th
2,500 gp
Very Rare
7th
5,000 gp
Very Rare
8th
10,000 gp
Very Rare
9th
25,000 gp
Legendary
And magic item crafting cost is somewhere between the DMG (p129) and XGtE (p129). The final numbers can be tweaked to a different price point, this is just to gauge a relative price model.
So using this as the starting point, what scaling factors should I look at for spells that can be cast multiple times via charges and recharging, or unlimited use items that activate for a duration, or always active?
Just thinking out loud here:
Magic Weapon (2nd level spell) for a +1 bonus (scroll cost 100 gp)
+1 weapon in the DMG: Uncommon, so valued ~200 to 500 gp
cost multiplier of ~2-5, call it x3.5 to make that +1 bonus always on, seems to line up nicely.
BUT
Flame Blade (2nd level spell) does 3d6 fire damage on hit (scroll cost 100 gp)
Flame Tongue in the DMG is a close equivelent with 2d6 fire damage on hit: rare, looking at a value of ~2000 to 5000 gp.
Using that x3.5 from the previous example is way to low compared to the existing in game equivalent.
Ideas? Any understanding of the system used to value the existing magic items in the DMG, or how to reverse engineer them into a formula?
Already fiddling about with cost formulas for scrolls (a mix between the AL spec services formula and a variation on xanathar's scroll crafting rules, there'll be a post in homebrew at a later date when i'm happy with it), figured I can use that to work out a base enchanting cost for custom magic items.
Charges, recharging and spell permanency has me a little stumped.
For the sake of a consistent benchmark, to make a single cast scroll that doesn't require material components I have:
Spell Level
Crafting Cost
Equivalent Rarity
Cantrip
25 gp
Common
1st
50 gp
Common
2nd
100 gp
Uncommon
3rd
250 gp
Uncommon
4th
500 gp
Rare
5th
1,000 gp
Rare
6th
2,500 gp
Very Rare
7th
5,000 gp
Very Rare
8th
10,000 gp
Very Rare
9th
25,000 gp
Legendary
And magic item crafting cost is somewhere between the DMG (p129) and XGtE (p129). The final numbers can be tweaked to a different price point, this is just to gauge a relative price model.
So using this as the starting point, what scaling factors should I look at for spells that can be cast multiple times via charges and recharging, or unlimited use items that activate for a duration, or always active?
Just thinking out loud here:
Magic Weapon (2nd level spell) for a +1 bonus (scroll cost 100 gp)
+1 weapon in the DMG: Uncommon, so valued ~200 to 500 gp
cost multiplier of ~2-5, call it x3.5 to make that +1 bonus always on, seems to line up nicely.
BUT
Flame Blade (2nd level spell) does 3d6 fire damage on hit (scroll cost 100 gp)
Flame Tongue in the DMG is a close equivelent with 2d6 fire damage on hit: rare, looking at a value of ~2000 to 5000 gp.
Using that x3.5 from the previous example is way to low compared to the existing in game equivalent.
Ideas? Any understanding of the system used to value the existing magic items in the DMG, or how to reverse engineer them into a formula?