I just ran into this last night. Party arrived in a small village - really more of a settlement - went to a shop and expected magic items to be sold there. Had to explain multiple times that a. Magic items are super-rare in a shop and most people would charge exorbitant rates to part with an item of such value, and b. A backwater mining outpost is not the place to find such an item lol
I came up with the following for a bit of consistency in my campaign:
Magic Item Starting Prices
Rarity Base Price Common 100 gp Uncommon 1,000 gp Rare 5,000 gp Very rare 25,000 gp Legendary 50,000 gp
Price Modifiers Always on magic +100% (e.g. magic armor) Use activated magic +50% (e.g. Ring of Jumping) Limited uses per day -25% (e.g. Winged Boots) Requires Atunement -50% (e.g. Cloak of Protection) Limited charges -50% (e.g. Keoghtum's Ointment) Consumed on use -75% (e.g. Potion of Healing) +Minor Enchantment Property* +10% each (DMG p.142-143)
It is also based off the values by item rarity in the DMG (p.135) that lists prices as Common 50-100 gp, Uncommon 101-500 gp, Rare 501-5,000 gp, very rare 5,001-50,000 gp, legendary 50,001+ gp.
I just tried to provide a semblance of logic to why the price ranges would vary so widely based on how often the magic item provides its benefit.
Examples for a range of "very rare" items:
1) A suit of +2 magic armor effectively provides a constant "always on" benefit (that greatly influences combat in 5E) so that is on the upper end of the price range for a very rare item, base 25,000 gp plus 100% = 50,000 gp.
2) A Dancing Sword on the other hand, requires actions to use (i.e. "use activated"), rather than providing an "always on" bonus, so that would logically have a lesser value, base 25,000 gp plus 50% = 37,500 gp.
3) An Arrow of Slaying, typically a one use item, this would be at the lowest end of value, 25,000 gp -75% = 6,250 gp.
Its not a perfect system, but it at least provides a basis for those like me, who like something to provide a rationale when responding to player wish lists... Such as when using the DMG table on p.38 for starting characters at higher levels and trying to determine what they can buy with the thousands of gold they get, or if trying to work out how long it would take for magic items to be created.
I'm played AD&D from 1977 till today just starting out again. I kinda like the attunment rules (should grow with levels) but there seem to be some arbitrary "rules" that have appeared. No magic shops.....I call shenanigans. If there is a item that I have and you want then we barter.... But when I open my tavern at some crossroad, ford, or edge of the wilderness then I am going to trade. Nights lodging for a chicken, fare and drink for furs. Slivers of precious metals for supplies of exploration. Magic for.....let's talk. How do you limit? Attunment and ability by class. ...now give me my blankity-blank Beastmaster back. Wizard with find familiar and a 500gp bag of tricks is a better beastmaster than the junk that someone that Hated the ranger wrote up. And yes I'll argue all day long over that...HATERS...they fight as a team not one or the other individually. Go watch the show, 2 ferrets, rapter, and a kitty cat.
I'm looking for magical item prices, though not for putting them in a shop. I'm designing a crafting system and I want an idea of how valuable the crafting ingredients for magical items should be.
I'm looking for magical item prices, though not for putting them in a shop. I'm designing a crafting system and I want an idea of how valuable the crafting ingredients for magical items should be.
That would be much better managed in a separate thread, rather than one that is 2.5 years old :)
I'm looking for magical item prices, though not for putting them in a shop. I'm designing a crafting system and I want an idea of how valuable the crafting ingredients for magical items should be.
That would be much better managed in a separate thread, rather than one that is 2.5 years old :)
I was like why am I getting a notification for this thread lol :P Good point though! :D
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"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm looking for magical item prices, though not for putting them in a shop. I'm designing a crafting system and I want an idea of how valuable the crafting ingredients for magical items should be.
I can maybe help with that. The DMs Guild has a book on there called the DIscerning Merchant's Guide. It is SO helpful for my game in just grabbing prices. I have had to change like 2 out of them in the couple of years or so I have been using it. But, that's my suggestion :)
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I think you should use other basic prices, the minimum of a legendary magic item is 50,000 GP. and you use it as the basic price, which means it can cost a minimum of 37,500 GP. Which is a big difference.
I also think there should be a deviation range, different for every rarity, so here is what i use:
Rarity Basic Price Deviation Range Common 80 gp 25+- Uncommon 200 gp 50+- Rare 2,500 gp 250+- Very Rare 25,000 gp 2,500+- Legendary 100,000 gp 25,000+-
Price Modifiers Always on magic +75% (e.g. magic armor) Use activated magic +40% (e.g. Ring of Jumping) Limited uses per day -50% (e.g. Winged Boots) Requires Atunement -50% (e.g. Cloak of Protection) Limited charges -25% (e.g. Keoghtum's Ointment) Consumed on use -75% (e.g. Potion of Healing) Dependable item -15% (e.g. Mace of Distruction).
So for example, I will take three rare items: Wand of Fear, Potion of Clairvoyance and a +1 Armor
+1 Armor is rare, so it's basic price is 2,500 gp. It is always under effects of +1 so we add 1,875. The result is 4,375, so it can cost between 4,125 gp to 4,625.
Potion of Clairvoyance is rare, so it's basic price is 2,500 gp. It is one use so we decrease the price by 1,875. The reasult is 725, so it can be between 475 gp to 975 gp. However, the minimum price for a rare item is 500 gp so it is between 500 gp to 975 gp.
Wand of Fear is rare, so it's basic price is 2,500 gp. it have charges so we decrease its cost by 625. The reasult is 1,975 so it can be between 1,725 to 2,225 gp.
I think you should use other basic prices, the minimum of a legendary magic item is 50,000 GP. and you use it as the basic price, which means it can cost a minimum of 37,500 GP. Which is a big difference.
Nice catch. If I'd caught that when I drafted my house rules I would have made the legendary base price higher. As it is, two-odd years into our campaign (although we don't play as often we'd like) I feel its a bit late.
Actually maybe my players wouldn't mind, I've made it clear buying legendary magic items is almost unheard of in-game so legendary values are only good for potentially selling some. i feel "legendary" should mean something special, so while the PCs are L17 now, the only such legendary items I've dropped into the campaign are important plot items.
Eberron RftLW and Exploring Eberron put price ranges on items of common to rare rarities, but Eberron is a high-magic setting where common and uncommon magic items are mass-produced on factories using dargonshards unique to setting instead of more traditional ingredients like monster parts and rare gems, so those rules would not apply to Greyhawk or Faerun.
I just ran into this last night. Party arrived in a small village - really more of a settlement - went to a shop and expected magic items to be sold there. Had to explain multiple times that a. Magic items are super-rare in a shop and most people would charge exorbitant rates to part with an item of such value, and b. A backwater mining outpost is not the place to find such an item lol
Leave the gun. Take the cannoli.
I came up with the following for a bit of consistency in my campaign:
Magic Item Starting Prices
Rarity Base Price
Common 100 gp
Uncommon 1,000 gp
Rare 5,000 gp
Very rare 25,000 gp
Legendary 50,000 gp
Price Modifiers
Always on magic +100% (e.g. magic armor)
Use activated magic +50% (e.g. Ring of Jumping)
Limited uses per day -25% (e.g. Winged Boots)
Requires Atunement -50% (e.g. Cloak of Protection)
Limited charges -50% (e.g. Keoghtum's Ointment)
Consumed on use -75% (e.g. Potion of Healing)
+Minor Enchantment Property* +10% each (DMG p.142-143)
Thats expensive.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Yes it is indeed expensive.
It is also based off the values by item rarity in the DMG (p.135) that lists prices as Common 50-100 gp, Uncommon 101-500 gp, Rare 501-5,000 gp, very rare 5,001-50,000 gp, legendary 50,001+ gp.
I just tried to provide a semblance of logic to why the price ranges would vary so widely based on how often the magic item provides its benefit.
Examples for a range of "very rare" items:
1) A suit of +2 magic armor effectively provides a constant "always on" benefit (that greatly influences combat in 5E) so that is on the upper end of the price range for a very rare item, base 25,000 gp plus 100% = 50,000 gp.
2) A Dancing Sword on the other hand, requires actions to use (i.e. "use activated"), rather than providing an "always on" bonus, so that would logically have a lesser value, base 25,000 gp plus 50% = 37,500 gp.
3) An Arrow of Slaying, typically a one use item, this would be at the lowest end of value, 25,000 gp -75% = 6,250 gp.
Its not a perfect system, but it at least provides a basis for those like me, who like something to provide a rationale when responding to player wish lists... Such as when using the DMG table on p.38 for starting characters at higher levels and trying to determine what they can buy with the thousands of gold they get, or if trying to work out how long it would take for magic items to be created.
I'm played AD&D from 1977 till today just starting out again. I kinda like the attunment rules (should grow with levels) but there seem to be some arbitrary "rules" that have appeared. No magic shops.....I call shenanigans. If there is a item that I have and you want then we barter.... But when I open my tavern at some crossroad, ford, or edge of the wilderness then I am going to trade. Nights lodging for a chicken, fare and drink for furs. Slivers of precious metals for supplies of exploration. Magic for.....let's talk. How do you limit? Attunment and ability by class. ...now give me my blankity-blank Beastmaster back. Wizard with find familiar and a 500gp bag of tricks is a better beastmaster than the junk that someone that Hated the ranger wrote up. And yes I'll argue all day long over that...HATERS...they fight as a team not one or the other individually. Go watch the show, 2 ferrets, rapter, and a kitty cat.
I'm looking for magical item prices, though not for putting them in a shop. I'm designing a crafting system and I want an idea of how valuable the crafting ingredients for magical items should be.
That would be much better managed in a separate thread, rather than one that is 2.5 years old :)
I was like why am I getting a notification for this thread lol :P Good point though! :D
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I can maybe help with that. The DMs Guild has a book on there called the DIscerning Merchant's Guide. It is SO helpful for my game in just grabbing prices. I have had to change like 2 out of them in the couple of years or so I have been using it. But, that's my suggestion :)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I think you should use other basic prices, the minimum of a legendary magic item is 50,000 GP. and you use it as the basic price, which means it can cost a minimum of 37,500 GP. Which is a big difference.
I also think there should be a deviation range, different for every rarity, so here is what i use:
Rarity Basic Price Deviation Range
Common 80 gp 25+-
Uncommon 200 gp 50+-
Rare 2,500 gp 250+-
Very Rare 25,000 gp 2,500+-
Legendary 100,000 gp 25,000+-
Price Modifiers
Always on magic +75% (e.g. magic armor)
Use activated magic +40% (e.g. Ring of Jumping)
Limited uses per day -50% (e.g. Winged Boots)
Requires Atunement -50% (e.g. Cloak of Protection)
Limited charges -25% (e.g. Keoghtum's Ointment)
Consumed on use -75% (e.g. Potion of Healing)
Dependable item -15% (e.g. Mace of Distruction).
So for example, I will take three rare items: Wand of Fear, Potion of Clairvoyance and a +1 Armor
+1 Armor is rare, so it's basic price is 2,500 gp. It is always under effects of +1 so we add 1,875. The result is 4,375, so it can cost between 4,125 gp to 4,625.
Potion of Clairvoyance is rare, so it's basic price is 2,500 gp. It is one use so we decrease the price by 1,875. The reasult is 725, so it can be between 475 gp to 975 gp. However, the minimum price for a rare item is 500 gp so it is between 500 gp to 975 gp.
Wand of Fear is rare, so it's basic price is 2,500 gp. it have charges so we decrease its cost by 625. The reasult is 1,975 so it can be between 1,725 to 2,225 gp.
Nice catch. If I'd caught that when I drafted my house rules I would have made the legendary base price higher. As it is, two-odd years into our campaign (although we don't play as often we'd like) I feel its a bit late.
Actually maybe my players wouldn't mind, I've made it clear buying legendary magic items is almost unheard of in-game so legendary values are only good for potentially selling some. i feel "legendary" should mean something special, so while the PCs are L17 now, the only such legendary items I've dropped into the campaign are important plot items.
Eberron RftLW and Exploring Eberron put price ranges on items of common to rare rarities, but Eberron is a high-magic setting where common and uncommon magic items are mass-produced on factories using dargonshards unique to setting instead of more traditional ingredients like monster parts and rare gems, so those rules would not apply to Greyhawk or Faerun.
How often should I give my lvl 8 characters magic items?