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Magic Item Creation Rules



    The following content was contributed by (and used by permission of) Robert Conley of Bat in the Attic Games from Magic Item Creation Costs, a supplement for The Majestic Wilderlands but which is usable in any Swords & Wizardry Campaign.

    Overview

    There are several types of magic items, potions, scrolls, charms/runes, wands, rods, staves, weapons, armor, and miscellaneous objects. The principle for creating magic items is straightforward. You gather the needed components, and perform the correct rituals for a set amount of time.

    The lower case d in the prices stands for denarius, a silver penny. This reflects the silver based economy of the Majestic Wilderlands. For a gold based economy I recommend making 1d equal a gold piece.

    Buying Magic Items

    In general any of the items here will be sold for 2 times its cost.

    Potions

    Potions require a laboratory worth 5,000 d. This requires ordering items and services from glassblowers (40%), potters (20%), chandler (20%), carpenters (10%), and masons (10%). Potions take 1 day per 50 d worth of components to prepare. For example a Potion of Healing takes 2 days as well as 100 d worth of components to prepare while a Potion of Flying takes 10 days due to the 500 d worth of components.

    The cost of potions is as below.

    Table: Potion Creation Costs
    Item Cost (d)
    Animal Control 200
    Clairaudience 200
    Clairvoyance 300
    Diminution 300
    Dragon control 1,000
    Ethereality 500
    Fire resistance 200
    Flying 500
    Gaseous form 300
    Giant strength 700
    Growth 200
    Healing 100
    Healing, extra 400
    Heroism 300
    Invisibility 200
    Invulnerability 300
    Levitation 200
    Plant control 200
    Slipperiness 300
    Treasure finding 500
    Undead control 400

    Scrolls

    Scrolls require quills and ink along with paper, parchment, or vellum to write on. Materials for 100 scrolls may be purchased for 1,000 d from a Lexigrapher.

    Scrolls require 100 d of components per spell level and take one day per 100 d worth of components to prepare. For example a Scroll of Fireball takes 3 days as it is a 3rd level spell taking 300 d worth of components. Up to eight spells may be scribed on a single scroll.

    The eight types of protection scrolls (Demons, Drowning, Elemental (type), Magic, Metal, Poison, Undead, Were-creature) take 1,000 d of components and two weeks to prepare. The effects of the protection (modifiers, area, and duration) may be double for four times the cost and double the time (4,000 d and one month).

    Cursed scrolls take 2,000 d in components and two weeks to prepare. Creators of cursed scroll need to roll a d20 and add their dexterity to the roll. If they roll a 20 or higher then they prepared the scroll without mishap. If they roll lower than a 20 then they made a mistake in handling the scroll and it takes effect on the creator (saving throws apply). Spells and potions effecting dexterity need to be cast every day of preparation to gain their bonus.

    Charms

    Charms are the simplest of magic items to make. Charms are similar to scrolls and wands in that they are used to cast the spells stored within them. Unlike scrolls the charm are rechargeable. Charms can come in the form jewelry or articles of clothing like bracelets, necklaces, diadems, belts, or stoles. Only item may be enchanted as a charm and the item has to be of fine quality. Like scrolls the item cost is consider part of the creation cost. Material for a 100 charms may be purchased for 1,000 d from a Clothier, or Jeweller.

    Charms require 200 d of components per spell level and take one day per 100 d worth of components to prepare. For example a Charm of Strength takes 4 days as it is 2nd level spells taking 400 d worth of components. Only one item may be enchanted as a charm. Caster can get around this limitation by enchanting jewels or coin sized medallions and hanging them off a necklace, belt, or bracelet.

    Unlike scrolls, charms can be recharged for considerably less cost. Recharging a charm requires 50 d of components per spell level. The time require to complete the recharging ritual is one day per 100 d worth of components. For example a Charm of Strength has been used in a recent foray into the dungeon. It will take 100 d worth of components and 1 day to recharge the charm.

    Runes

    Runes are similar to the use of scrolls, charms, and wands. A rune can be temporary or permanent. A temporary rune is created much in the same way as a scroll. When used, the rune-caster touches the rune and is able to cast the spell that round. Afterwards the rune dissipates. The creation of Runes require tools for fine carving. Tools for Runes may be purchased for 500 d from a Mason or Jeweller. Material for a 100 runes may be purchased for 500 d from a Jeweller or Mason.

    The permanent rune is created in the same manner as a charm item; then infused with a spell as per the charm rules. The Rune-caster merely has to touch the rune to activate it and can cast the spell that round

    Unlike charms multiple runes may be inscribed on a single object, provided there is physical space for the rune. Runes are typically 1 to 3 inches in size. To size of the rune is the spell level divided by two, round up.

    The art of rune-creation is only known to the rune-casters of the dwarves and the Order of Thor.

    Magic Items

    The creation of magic items requires the creation of a sanctum the centerpiece of which is the enchanter’s circle. The creation of an permanent enchanter circle requires 5,000 d in components. In addition 5,000 d worth of equipment need to be purchased. This requires ordering items and services from metalsmiths (10%), potters (10%), chandlers (10%), carpenters (30%), and masons (30%).

    For a single magic item a temporary enchanter’s circle may be used. A temporary enchanter’s circle requires 2,500 d of components. In addition 1,000 d worth of equipment needs to be purchased along with a secure, quiet space in which to conduct the enchantment.

    Weapons & Armor

    Table: Potion Creation Costs
    Weapon or Armor Cost (d)
    +1 damage only missile 5
    +1 damage only missile weapon 250
    +1 damage only melee weapon 150
    +1 missile 10
    +1 missile weapon 500
    +1 shield 250
    +1 melee weapon 300
    +1 armor 500
    +2 missile 30
    +2 missile weapon 1,500
    +2 shield 750
    +2 melee weapon 900
    +2 armor 1,500
    +3 missile 60
    +3 missile weapon 3,000
    +3 shield 1,500
    +3 melee weapon 1,800
    +3 armor 3,000
    +4 missile 100
    +4 missile weapon 5,000
    +4 shield 2,500
    +4 melee weapon 3,000
    +4 armor 5,000
    +5 missile 150
    +5 missile weapon 7,500
    +5 shield 3,750
    +5 melee weapon 4,500
    +5 armor 7,500
    +1 damage vs. foe +100
    +2 damage vs. foe +300
    +3 damage vs. foe +600
    +4 damage vs. foe +1,000
    +5 damage vs. foe +1,500
    Extra attack +1,500
    Destroys Undead +3,000
    Throw and Return to hand (thrown weapons only) +500 d
    Sheds Light, 15 ft. radius +50
    Sheds Light, 30 ft. radius +100
    Flaming Weapon +500
    Freezing Weapon +500
    Dancing Weapon +1,000
    Finds Trap (at will) +750
    Sees Invisible (at will) +1,000
    Clairaudience (at will) +500
    Fly (at will) +2,000
    Levitate (at will) +1,000
    Cure Light Wounds (1/day) +500
    Dwarf Abilities (at will) +500
    Elven Abilities (at will) +500
    Confusion (1/day) +1,500
    Awaken from Danger +750
    Arrow Deflection (25%) +1,000
    Detect Law/Chaos (20 ft.) +1,500
    Alter Visage +750
    Detect Cursed Item (50%) +1,000
    Walk through Stone (20 ft.) +2,000
    Level Drain Immunity +3,000
    Arrow Deflection +3,000
    Ethereal Armor +5,000
    Fiery Armor +4,000

    Intelligent Weapons

    Intelligent weapons have a bound spirit that inhabits the weapon.

    Table: Intelligent Weapon Creation Costs
    Feature Cost (d)
    Intelligence Score +200 d per point
    Telepathy, with wielder only +0 if Int >3
    Telepathy, 10 ft. radius +5,000
    Can speak +2,500

    Demonic Items

    Demonic items have a bound demon. The item gains the intelligence and knowledge of the demon. The wielder gains the demon’s special abilities.

    Table: Demonic Item Creation Costs
    Feature Cost (d)
    Binds demon to weapon or armor 500 d per Demon HD

    Wands

    Wand magic is a development of combining rune magic and charms to make an item that more capable of storing spells. Once crafted, wands may be recharged by simply casting the spells into them. This can be done with a memorized spell or by a spell cast by ritual.

    Table: Wand Creation Costs
    Feature Cost (d)
    Spell level (max 4th) 500 d/spell level
    10 charges x4
    5 charges x2
    2 charges x1
    Wand of Enemy Detection 1,500
    Wand of Metal Detection 1,000
    Wand of Magic Detection 1,500
    Wand of Traps & Secret Doors Detection 3,000
    Wand of Polymorph 2,000
    Wand of Fear 1,750
    Wand of Cold 4,000
    Wand of Paralyzing 2,000

    Rings

    Table: Magic Ring Creation Costs
    Type Cost (d)
    Protection +1 1,500
    Protection +2 3,000
    Invisibility 2,000
    Mammal Control 1,000
    Fire Resistance 1,000
    Poison Resistance 1,500
    Elemental Summoning 5,000
    Greater Elemental Summoning 10,000
    Human Control 5,000
    Regeneration 5,000
    Shooting Star 5,000
    Spell Storing 1,000 d/lvl/per spell
    Spell Turning 8,000
    Telekinesis 5,000
    Three Wishes 50,000
    X-ray Vision 5,000

    Staffs

    Table: Staff Creation Costs
    Type Cost (d)
    Absorption 8,000
    Beguiling 5,000
    Command 5,000
    Healing 5,000
    Power 15,000
    Resurrection 10,000
    Snake 7,500
    Striking 5,000
    Withering 7,500
    Wizardry 20,000

    Miscellaneous Items

    Table: Miscellaneous Item Creation Costs
    Item Cost (d)
    Arrow of Direction 600
    Bag of Holding 5,000
    Boots of Elvenkind 1,000
    Boots of Speed 2,000
    Boots of Leaping 2,000
    Bracers of Defense, AC 6[13] 1,500
    Chime of Opening 3,000
    Cloak of Elvenkind 1,000
    Cloak of Protection, +1 1,000
    Decanter of Endless Water 1,000
    Dust of Appearance 1,000
    Dust of Disappearance 2,000
    Dust of Sneezing and Choking 300
    Gauntlets of Swimming and Climbing 1,000
    Horseshoes of Speed (horses) 2,000
    Luckstone 2,500
    Manual of Beneficial Exercise 5,000
    Pipes of the Sewers 2,000
    Rope of Climbing 1,500
    Rope of Entanglement 1,500
    Spade of Excavation 1,000
    Amulet against Scrying (A) 5,000
    Boots of Flying (A) 4,000
    Bracers of Defense, AC 4 [15] 2,500
    Bracers of Defense, AC 2 [17] 3,500
    Carpet of Flying 8,000
    Cloak of Displacement 3,000
    Cloak of Protection, +2 2,000
    Cloak of Protection, +3 4,000
    Deck of Many Things 2,500
    Figurine of the Onyx Dog 1,000
    Gauntlets of Ogre Power 1,500
    Helm of Reading Magic and Languages 1,000
    Hole, Portable 5,000
    Horn of Valhalla, Bronze 1,000
    Horn of Valhalla, Silver 2,000
    Jug of Alchemy 2,500
    Manual of Quickness 5,000
    Medallion of ESP, 30 ft. 1,500
    Medallion of ESP, 60 ft. 3,000
    Mirror of Mental Scrying 5,000
    Robe of Blending 4,000
    Robe of Eyes 5,000
    Robe of Wizardry 6,000
    Amulet of Demon Control 12,000
    Beaker of Potions 2,000
    Item of Controlling Elementals 4,000
    Crystal Ball 2,000
    Efreeti Bottle 10,000
    Figurine of the Golden Lion 2,500
    Gauntlets of Dexterity 1,000
    Gem of Seeing 2,000
    Girdle of Giant Strength 2,000
    Helm of Fiery Brilliance 3,000
    Helm of Teleportation 4,000
    Horn of Blasting 5,000
    Horn of Valhalla, Iron 5,000
    Lenses of Charming 5,000
    Libram, Magical (fighter) 10,000
    Libram, Magical (magic-user) 10,000
    Libram, Magical (cleric) 10,000
    Libram, Magical (rogue) 10,000
    Manual of Golems 3,500
    Manual of Intelligence 5,000
    Manual of Wisdom 5,000
    Necklace of Firebaubles 500 per 6d6 fireball
    Scarab of Insanity 15,000

    Cursed Items

    Table: Cursed Item Creation Costs
    Item Cost (d)
    Bag of Devouring 500
    Censer of Hostile Elementals 300
    Cloak of Poison 800
    Crystal Ball of Suggestion 800
    Dancing Boots 1,000
    Flask of Stoppered Curses 250
    Horn of Collapse 1,500
    Medallion of Projecting Thoughts 300
    Mirror of Opposition 500
    Robe of Feeblemindedness 250

    Cursed Armor

    Table: Cursed Armor or Shield Creation Costs
    Item Cost (d)
    -1 Armor 250
    -2 Armor 750
    -3 Armor 1,500
    Attracts Missile and give +1 to Hit for those Missiles +500
    Causes wearer to run away from combat +250
    Causes wearer to run into combat +750

    Cursed Weapons

    Table: Cursed Weapon Creation Costs
    Item Cost (d)
    -1 Weapon 150
    -2 Weapon 450
    -3 Weapon 900
    Attracts Missiles and give +1 to Hit for those Missiles +500
    Causes wielder to run away from combat +250
    Causes wielder to run into combat +750