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Magic Item Costs.

Posted by PsynisterFor group 0
Psynister
GM, 9 posts
Tue 11 Apr 2017
at 04:39
  • msg #1

Magic Item Costs

Magic Item Price
RarityAsking Price
Commond6+1 × 10 gp
Uncommon1d6 × 100 gp
Rare2d10 × 1,000 gp
Very rared4+1 × 10,000 gp
Legendary2d6 × 25,000 gp

Psynister
GM, 19 posts
Wed 3 Jan 2018
at 00:50
  • msg #2

Magic Item Costs

ARMOR OF GLEAMING
Armor (any medium or heavy), common
This armor never gets dirty.

BEAD or NOURISHMENT
Wondrous item, common
This spongy, flavorless, gelatinous bead dissolves on
your tongue and provides as much nourishment as 1 day
of rations.

BEAD OF REERESHMENT
Wondrous item. common
This spongy, flavorless, gelatinous bead dissolves in
liquid, transforming up to a pint of the liquid into fresh,
cold drinking water. The head has no effect on magical
liquids or harmful substances such as poison.

BOOTS or FALSE TRACKS
Wondrous item, common
Only humanoids can wear these boots. While wearing
the boots, you can choose to have them leave tracks like
those of another kind of humanoid of your size.

CANDLE OF THE DEEP
Wondrous item, common
The flame of this candle is not extinguished when
immersed in water. It gives off light and heat like a normal
candle.

CAST—OFF ARMOR
Armor (light, medium. or heavy), common
You can doff this armor as an action.

CHARLATAN’S DIE
Wondrous item. common (requires attunement)
Whenever you roll this six—sided die, you can control
which number it rolls.

CLOAK OF BILLOWING
Wondrous item, common
While wearing this cloak, you can use a bonus action to
make it billow dramatically.

CLOAK or MANY FASHIONS
Wondrous item, common
While wearing this cloak, you can use a bonus action to
change the style, color, and apparent quality of the garment.
The cloak’s weight doesn’t change. Regardless of
its appearance, the cloak can’t be anything but a cloak.
Although it can duplicate the appearance of other magic
cloaks, it doesn’t gain their magical properties.

CLOCKWORK AMULET
Wondrous item, common
This copper amulet contains tiny interlocking gears
and is powered by magic from Mechanus, a plane of
clockwork predictability. A creature that puts an ear to
the amulet can hear faint ticking and whirring noises
coming from within.
When you make an attack roll while wearing the am—
ulet, you can forgo rolling the d20 to get a 10 on the die.
Once used. this property can’t be used again until the
next dawn.

CLOTHES OF MENDING
Wondrous item, common
This elegant outfit of traveler’s clothes magically mends
itself to counteract daily wear and tear. Pieces of the outfit
that are destroyed can’t be repaired in this way.

DARK SHARD AMULET
Wondrous item, common (requires attunement by a
wariock)
This amulet is fashioned from a single shard of resilient
extraplanar material originating from the realm of your
warlock patron. While you are wearing it, you gain the
following benefits:
- You can use the amulet as a spellcasting focus for
your warlock spells.
You can try to cast a cantrip that you don’t know. The
cantrip must be on the warlock spell list, and you
must make a DC 10 Intelligence (Arcana) check. If the
check succeeds, you cast the spell. If the check fails,
so does the spell, and the action used to cast the spell
is wasted. In either case, you can’t use this property
again until you finish a long rest.

DREAD HELM
Wondrous item, common
This fearsome steel helm makes your eyes glow red
while you wear it.

EAR HORN OF HEARING
Wondrous item, common
While held up to your ear, this horn suppresses the ef—
fects of the deafened condition on you, allowing you to
hear normally.

ENDURING SPELLBOOK
Wondrous item, common
This spellbook, along with anything written on its
pages, can’t be damaged by fire or immersion in water.
In addition, the spellbook doesn't deteriorate with age.

ERSATZ EYE
Wondrous item, common (requires attunement)
This artificial eye replaces a real one that was lost or
removed. While the ersata eye is embedded in your eye
socket, it can’t be removed by anyone other than you,
and you can see through the tiny orb as though it were a
normal eye.

HAT OF VERMIN
Wondrous item, common
This hat has 3 charges. While holding the hat, you can
use an action to expend 1 of its charges and speak a
command word that summons your choice ofa hat, a
frog, or a rat (see the Player’s Handbook or the Monster
Manual for statistics). The summoned creature magically
appears in the hat and tries to get away from you
as quickly as possible. The creature is neither friendly
nor hostile, and it isn’t under your control. It behaves as
an ordinary creature of its kind and disappears after 1
hour or when it drops to 0 hit points. The hat regains all
expended charges daily at dawn.

HAT OF WIZARDRY
Wondrous item, common (requires attunemenr by a
Wizard)
This antiquated, cone—shaped hat is adorned with gold
crescent moons and stars. While you are wearing it, you
gain the following benefits:
- You can use the hat as a spellcasting focus for your
wizard spells.
- You can try to cast a cantrip that you don’t know. The
cantrip must be on the wizard spell list, and you must
make a DC 10 Intelligence (Arcana) check. If the
check succeeds, you cast the spell. If the check fails,
so does the spell, and the action used to cast the spell
is wasted. In either case, you can’t use this property
again until you finish a long rest.

HEWARD’S HANDY SPICE POUCH
Wondrous item, common
This belt pouch appears empty and has 10 charges.
While holding the pouch, you can use an action to expend
l of its charges, speak the name of any nonmagical
food seasoning (such as salt, pepper, saffron, or
cilantro), and remove a pinch of the desired seasoning
from the pouch. A pinch is enough to season a single
meal. The pouch regains 1d6 + 4 expended charges
daily at dawn.

HORN OF SILENT ALARM
Wondrous item, common
This horn has 4 charges. When you use an action to
blow it, one creature of your choice can hear the horns
blare, provided the creature is within 600 feet of the
horn and not deafened. No other creature hears sound
coming from the horn. The horn regains ld4 expended
charges daily at dawn.

INSTRUMENT OF ILLUSIONS
Wondrous item, common (requires attunement)
While you are playing this musical instrument, you
can create harmless, illusory visual effects within a
5—foot—radius sphere centered on the instrument. If
you are a bard, the radius increases to 15 feet. Sample
Visual effects include luminous musical notes, a spec—
tral dancer, butterflies, and gently falling snow. The
magical effects have neither substance nor sound, and
they are obviously illusory. The effects end when you
stop playing.

INSTRUMENT OF SGRIBING
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are
playing it, you can use an action to expend 1 charge
from the instrument and write a magical message on
a nonmagical object or surface that you can see within
30 feet of you. The message can be up to six words long
and is written in a language you know. If you are a bard,
you can scribe an additional seven words and choose
to make the message glow faintly, allowing it to be seen
in nonmagical darkness. Casting dispel magic on the
message erases it. Otherwise, the message fades away
after 24 hours.
The instrument regains all expended charges
daily at dawn.

LOCK OF TRICKERY
Wondrous item, common
This lock appears to be an ordinary lock (of the type
described in chapter 5 of the Player’s Handbook) and
comes with a single key. The tumblers in this lock magi.-
cally adjust to thwart burglars. Dexterity checks made to
pick the lock have disadvantage.

MOON—TOUCHED SWORD
Weapon (any sword), common
In darkness, the unsheathed blade of this sword. sheds
moonlight, creating bright light in a 15-foot radius and
dim light for an additional 15 feet.

MYSTERY KEY
Wondrous item, common
A question mark is worked into the head of this key. The
key has a 5 percent chance of unlocking any lock into
which it’s inserted. Once it unlocks something, the key
disappears.

ORB OF DIRECTION
Wondrous item, common
While holding this orb, you can use an action to determine
which way is north. This property functions only
on the Material Plane.

ORB OF TIME
Wondrous item, common
While holding this orb, you can use an action to determine
whether it is morning, afternoon, evening, or
nighttime outside. This property functions only on the
Material Plane.

PERFUME OF BEWITCHING
Wondrous item, common
This tiny vial contains magic perfume, enough for one
use. You can use an action to apply the perfume to yourself,
and its effect lasts 1 hour. For the duration, you
have advantage on all Charisma checks directed at humanoids
of challenge rating 1 or lower. Those subjected
to the perfume’s effect are not aware that they’ve been
influenced by magic.

PIPE OF SMOKE MONSTERS
Wondrous item, common
While smoking this pipe, you can use an action to exhale
a puff of smoke that takes the form of a single crea—
ture, such as a dragon, a flumph, or a froghemoth. The
form must be small enough to fit in a 1-foot cube and
loses its shape after a few seconds, becoming an ordinary
puff of smoke.

POLE OF ANGLING
Wondrous item, common
While holding this 10—foot pole, you can speak a command
word and transform it into a fishing pole with a
hook, a line, and a reel. Speaking the command word
again changes the fishing pole back into a normal
10—foot pole.

POLE OF COLLAPSING
Wondrous item, common
While holding this 10—foot pole, you can use an action
to speak a command word and cause it to collapse into
a l-foot-long rod, for ease of storage. The poles weight
doesn’t change. You can use an action to speak a different
command word and cause the rod to revert to a
pole; however, the rod will elongate only as far as the
surrounding space allows.

POT OF AWAKENING
Wondrous item, common
lfyou plant an ordinary shrub in this lO-pound clay pot
and let it grow for 30 days, the shrub magically transforms
into an awakened shrub (see the Monster Manual
for statistics) at the end of that time. When the shrub
awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent
commands from you, it does nothing.

ROPE OF MENDING
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any
number of smaller pieces, and then use an action to
speak a command word and cause the pieces to knit
back together. The pieces must be in contact with each
other and not otherwise in use. A rope ofmending is forever
shortened if a section of it is lost or destroyed.

RUBY OF THE WAR MAGE
Wondrous item, common (requires attunement by a
speilcaster)
Etched with eldritch runes, this l—inch-diameter ruby
allows you to use a simple or martial weapon as a spell—
casting focus for your spells. For this property to work,
you must attach the ruby to the weapon by pressing the
ruby against it for at least 10 minutes. Thereafter, the
ruby can’t be removed unless you detach it as an action
or the weapon is destroyed. Not even an antimagic fieid
causes it to fall off. The ruby does fall off the weapon if
your attunement to the ruby ends.

SHIELD or EXPRESSION
Armor(shie1d), common
The front of this shield is shaped in the likeness of a
face. While bearing the shield, you can use a bonus ac—
tion to alter the faces expression.

SMOLDERING ARMOR
Armor (any), common
Wisps of harmless, odorless smoke rise from this armor
while it is worn.

STAFF OF ADORNMENT
Stat}: common
Ifyou place an object weighing no more than 1 pound
(such as a shard of crystal, an egg, or a stone) above
the tip of the staff while holding it, the object floats an
inch from the staff’s tip and remains there until it is
removed or until the staff is no longer in your possession.
The staff can have up to three such objects floating
over its tip at any given time. While holding the staff,
you can make one or more of the objects slowly spin or
turn in place.

STAFF or BIRDCALLS
Staff common
This wooden staff is decorated with bird carvings. It has
10 charges. While holding it, you can use an action to
expend 1 charge from the staff and cause it to create one
of the following sounds out to a range of 60 feet: a finch’s
chirp, a raven's caw, a duck’s quack, a chicken’s cluck, a
goose‘s book, a loon’s call, a turkey’s gobble, a seagull’s
cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
the staff explodes in a harmless cloud of bird feathers
and is lost forever.

STAFF OF FLOWERS
Sraflf common
This wooden staff has 10 charges. While holding it, you
can use an action to expend 1 charge from the staff and
cause a flower to sprout from a patch of earth or soil
within 5 feet of you, or from the staff itself. Unless you
choose a specific kind of flower, the staff creates a mildscented
daisy. The flower is harmless and nonmagical,
and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at
dawn. Ifyou expend the last charge, roll a d20. On a 1,
the staff turns into flower petals and is lost forever.

TALKING DOLL
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can
spend a short rest telling it to say up to six phrases, none
of which can be more than six words long, and set a con—
dition under which the doll speaks each phrase. You can
also replace old phrases with new ones. Whatever the
condition, it must occur within 5 feet of the doll to make
it speak. For example, whenever someone picks up the
doll, it might say, “I want a piece of candy.” The doll’s
phrases are lost when your attunement to the doll ends.

TANKARD OF SOBRIETY
Wondrous item, common
This tankard has a stern face sculpted into one side. You
can drink ale, wine, or any other nonmagical alcoholic
beverage poured into it without becoming inebriated.
The tankard has no effect on magical liquids or harmful
substances such as poison.

UNBREAKABLE ARROW
Weapon (arrow), common
This arrow can’t be broken, except when it is within an
antjmag'ic‘ field.

VETERAN’S CANE
Wondrous item, common
When you grasp this walking cane and use a bonus action
to speak the command word, it transforms into an
ordinary longsword and ceases to be magical.

WALLOPING AMM UNITION
Weapon (any ammunition), common
This ammunition packs a wallop. A creature hit by the
ammunition must succeed on a DC 10 Strength saving
throw or be knocked prone.

WAND or CONDUCTING
Wand, common
This wand has 3 charges. While holding it, you can use
an action to expend 1 of its charges and create orches—
tral music by waving it around. The music can be heard
out to a range of 60 feet and ends when you stop waving
the wand.
The wand regains all expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a
1, a sad tuba sound plays as the wand crumbles to dust
and is destroyed.

WAND OF PYROTECHNICS
Wand, common
This wand has 7 charges. While holding it, you can use
an action to expend 1 of its charges and create a harmless
burst of multicolored light at a point you can see
up to 60 feet away. The burst of light is accompanied
by a crackling noise that can be heard up to 300 feet
away. The light is as bright as a torch flame but lasts
only a second.
The wand regains 1d6 + 1 expended charges daily at
dawn. Ifyou expend the wand’s last charge, roll a d20.
On a 1, the wand erupts in a harmless pyrotechnic display
and is destroyed.

WAND or SCOWLS
Wand, common
This wand has 3 charges. While holding it, you can use
an action to expend 1 of its charges and target a human—
oid you can see within 30 feet of you. The target must
succeed on a DC 10 Charisma saving throw or be forced
to scowl for 1 minute.
The wand regains all expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1,
the wand transforms into a wand of smiles.

WAND or SMILES
Wand, common
This wand has 3 charges. While holding it, you can use
an action to expend 1 of its charges and target a humanoid
you can see within 30 feet of you. The target must
succeed on a DC 10 Charisma saving throw or be forced
to smile for 1 minute.
The wand regains all expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1,
the wand transforms into a wand of scowls.
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