i see where the prices for magic item creation based on rarity is and all that, but lets say i wanted to make a ring that has 1 use of cure light wounds on it that recharges every dawn; i see the rules for the "at dawn", jewelry tools requirement, and arcana requirement, but where is the info box that tells me what level a lvl1 spell is compared to rarity? for example, a +1 plate armor is 1500 for the armor and 4k for the rarity. in the 2014 book, there was something like lvl 1-3 spells in items made the item uncommon, lvl 4-6 made the item rare or something like that. does anyone know what im talking about? or maybe the information is there and i dont see it. :I
i would say that adding spell slots to a magic item would follow similar rules to the ring of spell storing. (is rare, stores 5 spell slots). so...
common - 1-2 spell slot
uncommon - 3-4 spell slots
rare - 5-6 spell slots
very rare - 7-8 spell slots
legendary - 9
idk that feels mechanically accurate, and not OP. common definitely is underutilized as a rarity, especially once you consider that they are common FOR magic items, which are often hard to find at all. and 9 spell slots is definitely legendary. i feel that the max spell level still feels accurate, but you can bump down the rarity if you make it take longer to recharge, even if it has a high number of spell slots or high max spell level
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i see where the prices for magic item creation based on rarity is and all that, but lets say i wanted to make a ring that has 1 use of cure light wounds on it that recharges every dawn; i see the rules for the "at dawn", jewelry tools requirement, and arcana requirement, but where is the info box that tells me what level a lvl1 spell is compared to rarity? for example, a +1 plate armor is 1500 for the armor and 4k for the rarity. in the 2014 book, there was something like lvl 1-3 spells in items made the item uncommon, lvl 4-6 made the item rare or something like that. does anyone know what im talking about? or maybe the information is there and i dont see it. :I
OR! where is the 2024 version of this 2014 table?
Magic Item Power by Rarity
Technically since there's no overriding element in 2024, that table from 2014 still applies.
i would say that adding spell slots to a magic item would follow similar rules to the ring of spell storing. (is rare, stores 5 spell slots). so...
common - 1-2 spell slot
uncommon - 3-4 spell slots
rare - 5-6 spell slots
very rare - 7-8 spell slots
legendary - 9
idk that feels mechanically accurate, and not OP. common definitely is underutilized as a rarity, especially once you consider that they are common FOR magic items, which are often hard to find at all. and 9 spell slots is definitely legendary. i feel that the max spell level still feels accurate, but you can bump down the rarity if you make it take longer to recharge, even if it has a high number of spell slots or high max spell level