Magical Item prices

I have a request to Alex…

When you were developing the system, did you work out the prices for the magical items in the Treasure section? If so, is it something you could share with us?

Given the support for economics ACKs gives us it’s frustrating to have to work out the base cost for magical treasure based on the table on p118. It would be super useful to have a list / table of the items in the book and how much they are worth (And perhaps something to bear in mind if there’s ever a 2nd Edition).

Pretty please?

I didn't have it worked out at the time we published ACKS because not every spell used to create those items was in the game. One of my core goals with PC was to fill up the missing spells, so that I could price out all those magic items.

I do now have the price for virtually every item in the game worked out on a systematic basis. I'll see if I can get it into a publish-friendly format and upload it to the site. It'll be up in a couple days. Stand by!

 

Great, looking forward that. :slight_smile:

I love you :slight_smile:

 

Magic Item Tables              
               
Potions GP Cost Time Spell Level Notes      
Animal Control 2500gp 5 weeks 5 control animals spell    
Clairaudience 1500gp 3 weeks 3 clairaudience spell    
Clairvoyance 1500gp 3 weeks 3 clairvoyance spell    
Climbing 500gp 1 weeks 1 spider climb spell    
Diminution 1500gp 3 weeks 3 diminution spell    
Dragon Control 1000gp 2 weeks 2 control dragon spell (custom build 11 points)
ESP 1000gp 2 weeks 2 ESP spell      
Extra-Healing 2000gp 4 weeks 4 cure serious wounds spell  
Fire Resistance 1000gp 2 weeks 2 fire resistance spell    
Flying 1500gp 3 weeks 3 fly spell      
Gaseous Form 1500gp 3 weeks 3 gaseous form spell    
Giant Control 1000gp 2 weeks 2 control giants spell (custom build 11 points)
Giant Strength 2000gp 4 weeks 4 giant strength spell    
Growth 1500gp 3 weeks 3 growth spell      
Healing 500gp 1 weeks 1 cure light wounds spell    
Heroism 1500gp 3 weeks 3 heroism spell (arbitrarily assigned to level 3)
Human Control 1500gp 3 weeks 3 control humans spell (custom build 30 points)
Invisibility 1000gp 2 weeks 2 invisibility spell    
Invulnerability 1000gp 2 weeks 2 shimmer spell    
Levitation 1000gp 2 weeks 2 levitation spell    
Longevity 3000gp 6 weeks 6 longevity ritual    
Oil of Sharpness 500gp 1 weeks 1 sharpness spell    
Oil of Slipperiness 500gp 1 weeks 1 slipperiness spell    
Philter of Love 1000gp 2 weeks 2 love spell (custom build 16.5 points)
Plant Control 3000gp 6 weeks 6 control plants spell    
Poison 2000gp 4 weeks 4 neutralize poison spell    
Polymorph 3000gp 6 weeks 6 dynamic polymorph spell (custom build 60 points)
Speed 1500gp 3 weeks 3 haste spell      
Super-Heroism 2500gp 5 weeks 5 super heroism spell (arbitrarily assigned to level 5)
Stone to Flesh 3000gp 6 weeks 6 stone to flesh spell    
Treasure Finding 2000gp 4 weeks 4 find treasure spell    
Undead Control 2500gp 5 weeks 5 control undead spell    
Water Breathing 1500gp 3 weeks 3 water breathing spell    
               
Ring GP Cost Time Spell Level Notes      
Animal Command 100000gp 400 days 4 command animals spell    
Command Human 75000gp 300 days 3 command person spell    
Command Plant 100000gp 400 days 4 command plants spell    
Djinni Calling 18000gp 180 days 6 summon djinni spell, once per week
Fire Resistance 50000gp 200 days 2 fire resistance spell    
Invisibility 33000gp 160 days 2 invisibility spell, once per turn  
Protection +1 25000gp 100 days 1 protection spell (custom build 8 points)
Protection +2 50000gp 200 days 2 protection spell (custom build 15 points)
Protection +3 75000gp 300 days 3 protection spell (custom build 30 points)
Protection +3, 5' Radius 100000gp 400 days 4 protection spell (custom build 33 points)
Regeneration 150000gp 600 days 6 trollblood spell    
Spell Storing 100000gp 400 days 4 spell storing spell    
Spell Turning 42000gp 588 days 7 spell turning spell, 12 charges  
Telekinesis 125000gp 500 days 5 telekinesis as spell    
Water Walking 75000gp 300 days 3 water walking spell    
Wishes 13500gp 189 days 9 wish spell, 3 charges    
X-Ray Vision 82500gp 400 days 5 x-ray vision, once per turn  
               
Scrolls GP Cost Time (Weeks) Spell Level Notes      
Ward against Elementals 500gp 1 weeks 1 ward v. elementals (custom build 4 points)
Ward against Lycanthropes 500gp 1 weeks 1 ward v. lycanthropes (custom build 6 points)
Ward against Magic 3000gp 6 weeks 6 anti-magic shell    
Ward against Undead 500gp 1 weeks 1 ward v. undead (custom build 6 points)
               
Rod, Staff, Wand GP Cost Time Spell Level Notes Assume 20 charges except where otherwise noted    
Rod of Cancellation 3500gp 49 days 7 cancellation spell, 1 charge  
Rod of Resurrection 70000gp 980 days 7 resurrection spell    
Staff of Commanding [D] 75000gp 300 days 7.5 animal command (4), human command (3), plant command (4), total 7.5
Staff of Healing [D] 22500gp 90 days 1 cure light wounds at will, can only be cast 1/day per creature 
        (500 gp x spell level x 45 / 90 days x spell level)
Staff of Power [A] 125000gp 500 days 12.5 cone of cold (5), telekinesis (5), fireball (3), lightning bolt (3), 
        continual light (2), 1-round striking (2)
Staff of Striking [D] 25000gp 83 days 2 staff +1, striking (custom build 15 points)
Staff of Withering [D] 125000gp 1683 days 12 staff +1, striking (custom build 15 points), decrepitude (7), withering (6)
Staff of Wizardry [A] 275000gp 1100 days 27.5 conj. elemental (6), control weather (6), passwall (5), cone of paralyz (5)
        cone of cold (5), telekinesis (5), fireball (3), fly (3), lightning bolt (3), 
        continual light (2), 1-round striking (2), invisibility (2), web (2)
Staff of the Serpent [D] 105000gp 403 days 4 staff +1, staff to snake (custom build 39 points)
Wand of Cold 50000gp 200 days 5 cone of cold spell    
Wand of Detecting Enemies 10000gp 40 days 1 detect evil spell    
Wand of Detecting Magic 10000gp 40 days 1 detect magic spell    
Wand of Detecting Metals 30000gp 120 days 3 detect metal (custom build 30 points)
Wand of Detecting Secret Doors 20000gp 80 days 2 detect secret doors spell  
Wand of Detecting Traps 20000gp 80 days 2 find traps spell    
Wand of Device Negation 60000gp 240 days 6 negation (custom build 60 points)  
Wand of Fear 40000gp 160 days 4 fear spell      
Wand of Fire Balls 30000gp 120 days 3 fireball spell    
Wand of Illusion 20000gp 80 days 2 phantasmal force spell    
Wand of Lightning Bolts 30000gp 120 days 3 lightning bolt spell    
Wand of Magic Missiles 10000gp 40 days 1 magic missile spell    
Wand of Paralyzation 50000gp 200 days 5 cone of paralysis spell    
Wand of Polymorphing 60000gp 240 days 6 polymorph other (4), polymorph self (4)
               
Swords GP Cost Time (Weeks) Spell Level Notes      
Sword +1 $5,000 1 month          
Sword +1, +2 versus lycanthropes $10,000 1.5 months          
Sword +1, +2 versus spell casters $10,000 1.5 months          
Sword +1, +3 versus undead $20,000 2 months          
Sword +1, +3 versus dragons $20,000 2 months          
Sword +1, +3 versus regenerating  $20,000 2 months          
Sword +1, +3 versus summoned $20,000 2 months          
Sword +1, light 30’ radius $30,000 130 days          
Sword +1, Flame Tongue $45,000 190 days 1 sword +1, $5000/1 month; +2 $5000/1 month; +3 $10,000/1 month; fire effect is level 1, at will, permanent (500x50, 100 days)
               
Sword +1, Life Drinker $41,000 174 days 9 energy drain spell, 8 charges  
Sword +1, locate objects $20,000 70 days 3 locate objects as spell, once per day, 120'
Sword +1, Luck Blade $52,500 220 days   plus 1 on saves, 1d4+1 wishes; assume 5 wishes; +1 on saves is 1st level effect
Sword +2, charm person $15,000 2 months          
Sword +2, charm person $9,000 65 days   charm person 3/week; 3 times/week is x8 and 35 days
Sword +3 $35,000 3 months          
Sword +3, Frost Brand $145,000 315 days   plus 6 versus hot environment/fire-based attack, sheds light, fire resistance
        35,000gp + 3 months for +3;   
        plus (30000+40000+50000)/2 for the specialized +6; 
        plus 50,000 and 200 days for fire resistance
Sword +3, Vorpal       plus 3, plus vorpal effect, which is hard to quantify
               
Miscellaneous GP Cost Time (Weeks) Spell Level Notes      
Amulet versus Crystal Balls and ESP $75,000 300 days 3 nondetection spell    
Apparatus of the Crab $150,000 600 days 6 "animate object" plus "water breathing"
Bag of Holding $125,000 500 days 5 enchanted container spell  
Boat, Folding $125,000 500 days 5 Fabricate is level 5    
Boots of Levitation $50,000 200 days 2 levitation at will    
Boots of Speed $50,000 200 days 2 move 240' per turn, is almost-as-good-as-haste, so call it level 2
Boots of Traveling and Springing $25,000 100 days 1 jump spell      
Bowl of Commanding Water Elementals $25,000 200 days 5 conjure elemental 1/day    
Bracers of Armor $5,000 1 month   plus 1 AC per point    
Brazier of Commanding Fire Elementals $25,000 200 days 5 conjure elemental 1/day    
Brooch of Shielding $5,000 20 days 0.5 partial elemental of shield spell; absorbs average of 20 magic missiles
Broom of Flying $75,000 300 days 3 flying at 240' per turn, or 2 riders at 180' per turn
Censer of Controlling Air Elementals $25,000 200 days 5 conjure elemental 1/day    
Chime of Opening $80,000 320 days 2 knock spell, 2d4x10 charges (at 80 charges)
Cloak of Protection $25,000 100 days   plus 1 AC and saves per point  
Crystal Ball $24,000 200 days 4 scry spell, 3/day    
Crystal Ball with Clairaudience $42,000 350 days 7 scry spell plus clairaudience  
Crystal Ball with ESP $54,000 450 days 9 scry spell plus ESP    
Cube of Force $108,000 432 days 6 wall of force is 5th level; 36 charges  
Cube of Frost Resistance $24,000 180 days 3 protection from cold, 1/hour, in 10' radius (so +2 levels) = level 3
Decanter of Endless Water $150,000 600 days 6 create water at high level  
        control weather, part earth, move water are all level 6
Displacer Cloak $50,000 200 days 2 shimmer spell    
Drums of Panic $125,000 500 days 5 panic spell      
Dust of Appearance $1,000 2 weeks 2 specialized dispel magic effect, or reverse invisibilty
Dust of Disappearance $2,000 4 weeks 4 a greater invisibility    
Efreeti Bottle $40,000 280 days 8 summon efreeti for 101 days = 3 charges of spell
Elven Cloak $25,000 100 days 1 chameleon spell    
Elven Boots $25,000 100 days 1 silent step spell    
Eyes of Charming $25,000 100 days 1 charm person once per round  
Eyes of the Eagle $75,000 300 days 3 eyes of the eagle spell    
Eyes of Petrification $150,000 600 days 6 petrified or petrify others as flesh to stone
Flying Carpet $100,000 400 days 4 magic carpet spell    
Gauntlets of Ogre Power $50,000 200 days 2 ogre power spell    
Girdle of Giant Strength $100,000 300 days 4 giant strength spell    
Helm of Alignment Changing $75,000 300 days 3 curse, level 3    
Helm of Comprehending Languages $25,000 100 days 1 comprehend languages    
Helm of Telepathy $75,000 300 days 3 telepathy spell    
Helm of Teleportation $82,500 350 days 5 teleport, once per turn    
Horn of Blasting $66,000 320 days 4 100' x 20' blast for 2d6 damage + 2d6 deefeaning
Medallion of ESP $37,500 150 days 1.5 ESP within 30' spell is 60'  
Medallion of ESP (90') $62,500 250 days 2.5 as above, 90' spell is 60'  
Mirror of Life Trapping $148,500 720 days 9 life trapping ritual    
        permanent "imprisonment" effect, but capped at 20… so let's call it x33
Mirror of Opposition $200,000 800 days 8 opposition ritual    
Necklace of Adaptation $125,000 400 days 5 n/a      
Rope of Climbing $25,000 200 days 1 magic rope spell    
Scarab of Protection $24,000 96 days 4 death ward spell 12 charges  
Stone of Controlling Earth Elementals $25,000 200 days 5 conjure elemnental 1/day  
               
Miscellenous Weapons GP Cost Time (Weeks) Spell Level Notes      
Arrows +1 (quantity 2d6) 5,000/20 1 month   for 20 arrows    
Arrows +1 (quantity 3d10) 5,000/20 1 month   for 20 arrows    
Arrows +2 (quantity 1d6) 15,000/20 2 months   for 20 arrows    
Arrows +3 (quantity 1d4) 35,000/20 3 months   for 20 arrows    
Arrow +3, Slaying Arrow $4,750 47 days   arrow +3 is $35,000/20; killing on hit with no save is 6th level spell 
Axe +1 $5,000 21 days   assuming battle axe    
Axe +2 $10,000 42 days   n/a      
Bow +1 $5,000 4 months   assuming composite bow  
Crossbow Bolts +1 (quantity 2d6) 5,000/20 1 month   n/a      
Crossbow Bolts +1 (quantity 3d10) 5,000/20 1 month   n/a      
Crossbow Bolts +2 (quantity 1d6) 15,000/20 2 months   n/a      
Crossbow Bolts +3 (quantity 1d4) 35,000/20 3 months   n/a      
Dagger +1 $5,000 9 days   n/a      
Dagger +2, +3 versus beastmen $25,000 22.5 days   n/a      
Sling +1 $5,000 6 days   n/a      
Spear +1 $5,000 6 days   n/a      
Spear +2 $15,000 12 days   n/a      
Spear +3 $35,000 18 days   n/a      
War Hammer +1 $5,000 15 days   n/a      
War Hammer +2 $15,000 30 days   n/a      
War Hammer +2, Dwarven Thrower $118,500 465 days   $5,000/1 month +1; $10,000/1 month, +2; $10,000/1 month, +3 dwarves only; deals double damage is striking (level 3), but only for dwarves
        deals triple damage is striking improved (level 5), but only for dwarves, only versus giants; returns to hand is level 1
Armor and Shields GP Cost Time (Weeks) Spell Level Notes      
Armor +1 $5,000 6 months          
Armor +2 $15,000 7 months          
Armor +3 $35,000 8 months          
Shield +1 $5,000 1 month          
Shield +2 $15,000 2 months          
Shield +3 $35,000 3 months          

 

The above list is a bit messy but before I publish it as "official" I thought I'd get some other eyes on it. It's something I worked up over time and it'd be great to have some of the more design and mathematically inclined of you to take a look.

Excellent! Hmm, I had figured the rings of protection +2 and +3 to be 3rd and 6th level spell equivalents like armor +2 and +3. I guess that would probably super-inflate their price using the permanent spell effects pricing rather than the armor pricing, though. And I’d been wondering about the potion of heroism too (mostly dreading the day one of my players would ask to research a heroism spell so they’d quit having to feed the fighter’s potion addiction…).

Absolutely brilliant. Thanks!

The price on sword +2, charm person looks incorrect (I assume the 15k gp entry is for a simple sword +2).

I only skimmed this, but:

Should “$” be read as “gp”?

Apparatus of the Crab: A large iron barrel with 1d4+1 hours of air in it shouldn’t require water breathing. The crab also includes levitation and continual light effects (per it’s description). Assuming animate object is the sixth level cleric spell:

6×25,000gp => 150,000gp for animate object
3×25,000gp => 75,000gp for continual light as a cleric
3×25,000gp => 75,000gp for levitate at a presumed +1 level for a divine caster

Total of 300,000gp. I would be inclined to make it cost more than that, however, because it really exceeds the limits of a normal magic item in almost every way—a 200-hp automaton isn’t even possible at 14th level, for example.

Bracers of Armor: Is it 5,000 gp per point of AC? So AC 6 bracers would cost 30,000 gp? (For comparison, leather +3 costs 35,020, grants AC 5, and can’t be worn by armor-forbidden classes.)

Necklace of Adaptation: PC has the adaptation spell; should that be listed here instead of n/a?

Great feedback. Thanks for your notes.

This will be super useful!

This is invaluable. Thank you, Alex. This should definitely be in the Downloads section.

I want to make sure that I understand; is the GP Cost above the Base Cost to build the magic item? For example, if my party were to manage the sale of a Ring of Protection, +1, we’d receive 25,000 xp?

It’s the base cost, yes.

My attempt to price the Vorpal Sword is as follows, though I think it’s low.

Start with Sword, +3 == 35,000 gp base cost and 3 Months to create.

Price the Vorpal portion like so; Death spell - Target Slain (85), 1 Creature (x1), Attack throw required to hit target (x0.35), Range Touch (x0.4), Duration Instantaneous (x1), Saving throw avoids (x0.5), Total cost: 5.95 rounded to 6. We could further modify this by applying a x0.05 modifier because the effect only happens 1 in 20 times, but that’s somewhat included in the “Attack throw required to hit” factor, and, dealing double damage when the target saves is a bit of an offset. Thus, I’m keeping it at a 6, but this seems very low to me as it would make the Vorpal portion of the sword a 1st-level spell.

However, in keeping with the above, as a Permanent, unlimited use magic item effect, the Vorpal portion of the sword adds 500gp x spell level (1) x 50 to the cost, or 25,000 gp and an additional 100 days.

Total cost: 60,000 gp and 6 Months, 10 days to create.

Of course, this is mitigated a little by the Special Components that will be required for the Vorpal portion of the sword. Needing to obtain the jaws of 25,000 xp worth of Dragons (decapitating bite) may be deterrent enough.

BTW, if I wasn’t supposed to apply both the Attack throw required to hit target (x0.35) and the Range Touch (x0.4) factors [they seem to be the same thing, really], then the cost of the Vorpal portion of the spell could come out to 85 x1, x0.35, x1, x0.5 for a total cost of 14.875 or 15, making it the equivalent of a 2nd level spell.

In this case the Vorpal cost would be 50,000gp and an additional 200 days for a total of 85,000gp and roughly 9 2/3rds months to create. And, of course, 50,000 xp in Dragon heads. :slight_smile:

When calculating treasure, do the magical items enter the calculation? E.G. now I’m checking Barrowmaze to see how balanced the treasures are, so should I include the value of magic items in the calculation of treasure?

No, you shouldn’t do that. If groups sell their magic items, they’ll get extra gold pieces but will have less equipment/magic for later levels. It all balances out in the eventual and inevitable party wipe.

Eventual and inevitable. Is that a matter of core rules or Gm style?

Just my dry sense of humor. It’s neither.