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DATE: June 8, 2001

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Making Magic Items FAQ

I get a lot of questions about making magic items. What's more, I see a lot of them online in various sources. So, I figured I'd address some common problems and misconceptions here. Copyright. 2001. The Unseelie Court --JD Sparks

What is a Caster Level?
What is a Prerequisite?
What about when some Prerequisites are divine spells and some are arcane spells?
So, in a way, the Prereqs determine the Caster Level, right?
How do you figure Market Value?
Can you give an example of figuring the price of an item?
Why is Market Value so important? I don't want to reduce magic items to just equipment you can buy in shop in my game.
Why is there any judgment call involved at all? Why can't we just have a straightforward point system like GURPS or Champions?
How do you recharge charged items?
If I wanted to make an item that allowed me to have stoneskin at will, gave me Great Cleave for free and boosted my Tumble bonus by +10, but only worked at night and on holidays, how much would it cost?

What is a Caster Level?

This is the level of the creator (or the casting level of the spells placed within the item, if lower than the actual level of the creator).

From the Dungeon Master's Guide*:

Caster Level: The power of the item (just as a spell's caster level measures its power). The caster level determines the item's saving throw bonus, as well as the range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magicor similar situation.

Note what it doesn't say. It doesn't say that you have to be the listed level to make a given item. It's not a prerequisite. You don't have to be 17th level to create a 1st-level pearl of power -- you just have to meet the prerequisites. Prerequisites, you'll notice, get their own section. It comes next. All you do with caster levels is determine the level-dependent effects of an item. Those listed in the DMG are just averages. When you determine an item randomly, or pick one out of the book for your player characters to find or to equip an NPC, that's the caster level of the item. That's all it is.

The DMG goes on:

For potions, scrolls, and wands, the creator can set the caster level of the item at any number high enough to cast the stored spell, and not higher than her own caster level. For example, at 5th level, Mialee could scribe a scroll of invisibilityat caster level 3 (making it last 30 minutes), caster level 4 (40 minutes), or caster level 5 (50 minutes). For other magic items, the caster level is determined by the item itself. In this case, the creator's caster level must be as high as the item's caster level (and prerequisites may effectively put a higher minimum on the creator's level).

Note that caster level can be a variable. The DM may decide that a particular carpet of flying was created by a high-level caster who decided to put the spells in at her own level. Such a carpet could withstand attacks and dispelling with a much greater chance. Most items conform to the caster levels listed. Of the exceptions, the differences often aren't that telling, except for occasional items (say, a staff of frost) where the differences truly matter.

How about another example. Let's say you're an 8th-level wizard, and you're going to make a wand of mage armor (good choice, by the way, and your friend the monk thinks so too). What's the caster level of the finished wand? 8th? The answer is: maybe. It's actually whatever you want it to be, from level 1 to 8. You can choose to voluntarily set the caster level lower than your own to make the wand less expensive. But the duration of the mage armor spell in the wand is based on whatever level you set it at.

That means it's possible to have a caster level of a rod lower than 9, even though you have to be 9th level to use the Craft Rod feat.

What is a Prerequisite?

Again, let's first see what the DMG says:

Prerequisites: The requirements that must be met in order for a character to create the item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind.

Seems simple enough, right? This is the stuff you need to have to make the item. And let me point out again, level isn't in here (actually, on rare occasions, level is listed, such as with a potion of heroism, but if that's the case, look for it under prerequisites, not caster level).

Really, there are two kinds of magic items (three, counting armor and shields, but let's ignore them right now). First, there are potions, scrolls, and wands (and let's include staffs, too) -- the kind of magic where a caster applies a spell that she knows directly to an item. Really straightforward. The second type is much, much trickier: rings, rods, and wondrous items. These, for the most part, are not straight applications of spells. They have weird powers that approximate spells, combine spells or generate completely new effects, such as the horn of blasting or the mirror of opposition. Now, this second, nonstandard type of item usually has prerequisites that are spells, but -- and this is important -- those spells are not directly “placed into” the item the way a spell is placed into a potion or scribed onto a scroll. You cast them in the process of making it, but the finished item does something different.

For example, clone is a prerequisite for the mirror of opposition. But you shouldn't look to the clone spell description to find out how the mirror works. You should look at the mirror of opposition description. This is a subtle but occasionally important difference. For these sorts of items, you, as the DM, can assign whatever prerequisites you want. When I came up with the prerequisites in the DMG, I just tried to match up the spells as closely as I could with the items. That's all you need to do, too, with new wondrous items. This is also a good place to stick in some balance, but it's tricky. If a player wants to create a ring or a rod with some power that you think would be unbalancing at his character's level, stick in a prereq that's currently beyond the character's reach.

As new books with spells come out, you may find spells that fit DMG item prerequisites better than the core spell listed. Feel free to change the items to fit with the new spells.

What about when some Prerequisites are divine spells and some are arcane spells?

Check out what the DMG says on page 178, under prerequisites. Casters can work together to make items. The one with the proper feat -- Craft Wondrous Item, Brew Potion, or whatever --  is the one who loses the XP, as the primary creator. If they both have the feat, they need to agree on who's the primary creator and who's the helper.

Likewise, you can use scroll spells or even a spell out of another item (like a wand) to meet prerequisites. This gives sorcerers a better chance at making more items than they normally would seem to have.

So, in a way, the Prereqs determine the Caster Level, right?

Sort of, in that haste is needed to make horseshoes of speed, and thus the caster level should be at least 5th: the minimum level to cast haste. However -- and here's that subtle difference I mentioned above -- if it's an item with its own unique power, like the lens of detection, and the prerequisite is only somewhat related to the item (as with true seeing in the case of the lens), you could rule that the prerequisite spell dictates nothing in terms of caster level. You could set the caster level for the lens of detection lower than 5th. In theory. (This rationale shows up a couple of times in published items, I think.) The idea should be used sparingly, though, if at all.

How do you figure Market Value?

That's really the trick, isn't it? Some days I look at Table 8-40 on page 242 of the DMG and wish it wasn't there at all. At these times, I wish the rule was simply, “Match your new item as closely as you can with an existing item, then give it a similar price.” That's really the ultimate pricing rule. It can get you into trouble (as it did with me and boots of striding and springing), but generally it will give you fewer headaches than using the table. At the very least, we should have called the table "Estimating Magic Item Gold Piece Values" rather than "Calculating Magic Item Gold Piece Values."

But to answer the question we must discuss something about the question itself. The "you"in "How do you figure Market Value?" should ALWAYS be the DM. It should always be the last thing that's done in the process. Do not -- I repeat -- do not allow players to look at that table and see what they can make for X amount of gold. This isn't Champions or GURPS (see below).

So, you have an item either that you have created and want to put into your campaign, or that a player has proposed that he would like his character to make. If it's a straightforward item that's a potion, scroll, wand or staff, just use the formulas provided. Keep your eyes open, but feel confident that you can trust the system to handle those without a problem. But if it's not a straightforward item, be careful. Find a formula on Table 8-40 if you can, and see what the price gets you. Look on the charts at similarly priced items. Is this item of comparable use and power? If the answer is no, adjust the price until it is in range with items of approximately the same use and power.

Avoid the "disadvantage trap." That is to say, don't assume that, because an item has some sort of drawback, its price should go down. For example, say the elf Vexander makes a staff whose spells can be accessed only by elves. That might seem like a limitation. But really, it's not -- it doesn't affect Vexander in any way. In fact, if some non-elf steals it, the thief can't use it against him. It's actually a benefit. And even if an item really does have some true disadvantage, or has a cursed effect as described in the DMG (starting on page 231), don't discount the price too much; 10% is probably fine.

The most important thing to remember is, Table 8-40 doesn't determine prices. It suggests them. Don't say, "Wow, these shoes of continual improved invisibility sure are cheap." Do say, "Hmm, these formulas don't work when it comes to spells like improved invisibility." When someone asks me, "Can I really make an item that will cast cure light wounds at will, activated by a command word, for only 900 gp?"I now reply, "Only if your DM isn't paying attention."

The main problem is that spells aren't balanced in the same way as magic items. A single casting of improved invisibility, for example, might be equal to a single casting of locate creature. But an item that allows you to use improved invisibility at will is not equal to one that lets you use locate creature at will, because a character wants to cast improved invisibility numerous times a day, every day. Not so with locate creature. Spells are balanced because of their durations, and because casters only have access to a limited number of uses in a given day. Take those away, as with a constant effect in a magic ring, and the magical effects on the game need rebalancing.

The other problem is that sometimes there isn't a good spell equivalent for an item, or sometimes the closest spell equivalent is too low or too high a level for what the item does.

Can you give an example of figuring the price of an item?

Sure. How about the necklace of adaptation?

Caster level is listed as 7th, and the important prerequisite is water breathing, a 3rd-level spell (always use the lowest level if an item can be cast at different levels by different classes, although in this case, everyone casts it at 3rd). So, let's start with the easiest thing and take the spell level (3) and multiply it by the lowest caster level (5) and then by 2,000 because it's "use activated"(you wear it to use it). 3 x 5 x 2,000 = 30,000. But wait, that's not really fair. Water breathing can be used by a whole party, but this item can't. Plus, while the constant effect is useful, it's not as great as, say, a constant displacement would be, right? Let's see what other items come in at or around 30K. Drums of panic? Helm of telepathy? Carpet of flying? No, the necklace does not fit in this group.

So maybe we should reduce the price by a third. 20K. Hmm. That's the cloak of the manta ray, and the necklace isn't as good as the cloak, which allows you to breathe underwater and do other stuff. But, the necklace isn't just water breathing. It makes you immune to gases and even lets you breathe in a vacuum. That's gotta be worth something. So, 19,000 gp? That puts it right between a +3 amulet of natural armor and cloak of the manta ray. Seemed about right at the time.

But speaking of which, even as I went over this example, I noticed the iridescent spindle ioun stone. That sustains you without air. Is that the same as a necklace of adaptation? Unfortunately, it's not clear. Maybe the ioun stone wouldn't let you survive a vacuum. Maybe gases still affect you. Even so, it should probably cost more than it does (15K), because it doesn't occupy any space on your character. You can have as many ioun stones as you want, but you can wear only one necklace. It should cost probably twice what it does.

Oh well, no one's perfect, and hindsight's 20/20.

Why is Market Value so important? In my game, I don't want to reduce magic items to just equipment that you can buy in a shop.

That's fine, but without a listed value, you can't determine how much it costs in money, time, or XP, to make an item. None of the Item Creation feats work without this value.

Why is there any judgment call involved at all? Why can't we just have a straightforward point system like GURPS or Champions?

I'll reserve my analysis of how systems like GURPS and Champions don't actually work as well as people think they do, and instead address this from a purely D&D perspective.

  1. It would reduce the magic item chapter to a flavorless series of abilities and disadvantages. That's not D&D. I bent over backward to make a magic item chapter where players could still find a flame tongue sword, rings of protection, and a staff of power, because those all say "D&D." I'm still glad I did.
  2. It would have taken at least four to five times the amount of space in the book to do right, and that wasn't feasible.
  3. Such systems are actually creatively limiting. The great thing about D&D magic items was you could just make up whatever sort of strange device you wanted, give it some game stats, and go. In a more rigid, zero-judgment, system, that would be a lot harder.
  4. It's ultimately not worth it -- the pages and complexity would be wasted. Champions is all about super powers, and the game's complicated point system determines how your super powers work. Great. But a similar system just to figure the price of magic items, when most of the ones you'll use in a normal campaign are already priced for you? It makes no sense.

How do you recharge charged items?

You don't. You could, I suppose, take the cost to make the item in both gold and XP (and time), divide by the total number of charges, and say each charge will cost that much to recharge. But trust me, this is a house rule that will get a little dodgy sometimes. We playtested this idea right out of the system, because it does weird math things to magic item values.

If I wanted to make an item that allowed me to have stoneskin at will, gave me Great Cleave for free, and boosted my Tumble bonus by +10, but only worked at night and on holidays, how much would it cost?

Whatever your poor, overworked, beleaguered DM says it should cost, bless his soul.

Have you ever written a FAQ before? Isn't it weird to write questions to yourself and then answer them?

Go away, kid. You bother me.

 

Check out the Magic Items FAQ, Part 2 in the Archives.

* All material quoted from the Dungeon Master's Guide is ©2000 Wizards of the Coast, Inc.

 
Unless stated otherwise, all content © 2001 Monte Cook. All rights reserved.
 
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