Magic Items Gold Piece Values

Calculating Magic Item Gold Piece Values
EffectBase PriceExample
Ability enhancement bonusBonus squared x 1,000 gpGloves of Dexterity +2
Armor enhancement bonusBonus squared x 1,000 gp+1 chainmail
Bonus spellSpell level squared x 1,000 gpPearl of power
Deflection bonusBonus squared x 2,000 gpRing of protection +3
Luck bonusBonus squared x 2,500 gpStaff of power
Natural armor bonusBonus squared x 2,000 gpAmulet of natural armor +1
Resistance bonusBonus squared x 1,000 gpCloak of resistance +5
Save bonus (limited)Bonus squared x 250 gpPeriapt of proof against poison +4
Skill bonusBonus squared x 20 gpRing of climbing
Spell resistance10,000 gp per point over SR 12; SR 13 minimumMantle of spell resistance
Weapon enhancement bonusBonus squared x 2,000 gp+1 longsword
Spell EffectBase PriceExample
Single use, spell completionSpell level x caster level x 25 gpScroll of haste
Single use, use-activatedSpell level x caster level x 50 gpPotion of cure light wounds
50 charges, spell triggerSpell level x caster level x 750 gpWand of fireball
Command wordSpell level x caster level x 1800 gpCape of the mountebank
Use-activatedSpell level x caster level x 2,000 gpLantern of revealing
SpecialBase Price AdjustmentExample
Charges per dayDivide by (5 + charges per day)Helm of teleportation
No space limitation~Multiply entire cost by 2Ioun stone
Charged (50 charges)1/2 unlimited use base priceRing of the ram
ComponentExtra CostExample
Armor, shield, or weaponAdd cost of masterwork item+1 composite longbow
Spell has material component costAdd directly into price of item per charge*Wand of stoneskin
Spell has XP costAdd 5 gp per 1 XP per charge**Ring of three wishes
Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
*See Limit on Magic Items Worn. Basically, an item that does not take up one of these limited spaces costs double.
**If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine cost as if it had 50 charges.
Summary Of Magic Item Creation Costs
 Spell Component Costs 
Magic ItemFeatItem CostMaterial²XP³Magic Supplies CostBase Price*
ArmorCraft Magic Arms and ArmorMasterwork armorCost x 50 (usually none)x 50 (usually none) x 5 gp1/2 the value in ArmorValue in Armor
ShieldCraft Magic Arms and ArmorMasterwork shieldx 50 (usually none)x 50 (usually none) x50 gp1/2 the value in ArmorValue in Armor
WeaponCraft Magic Arms and ArmorMasterwork weaponx 50 (usually none)x 50 (usually none) x 50 gp1/2 the value in WeaponsValue in Weapons
PotionBrew Potion-Cost (usually none)Cost (usually none)1/2 the value PotionsValue in Potions
RingForge Ring-x 50x 50 x 5 gpSpecial, see RingsSpecial, see Rings
RodCraft Rod1x 50 (often none)x 50 (often none)Special, see aboveSpecial, see above
ScrollScribe Scroll-Cost (usually none)Cost (usually none)1/2 the value in ScrollsValues in Scrolls
StaffCraft StaffMasterwork quarterstaff (300 gp)x 50/(# of charges used to activate spell)x 50 x 5 gp/(# of charges used to activate spell)See StaffSee Staff
WandCraft Wand-x 50x50 x 5 gp1/2 x 375 x level of spell x level of caster375 x level of spell x level of caster
Wondrous ItemCraft Wondrous Item***x 50 (usually none)x 50 (usually none) x 5 gpSpecial, see aboveSpecial, see above
¹ Rods usable as weapons, such as a rod of flailing, must include the masterwork weapon cost.
²This cost is only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite does not automatically incur this cost. For instance, goggles of minute seeing uses true seeing as a prerequisite, but the goggles don't actually activate a use of the spell.
³ If purchasing a staff, the buyer pays 5 x the XP value in gold pieces.
** A character creating an item pays 1/25 the base price in experience points.
***Some items have additional value, such as the mattock of the titans. This additional value comes from an item cost such as that for the mattock's. masterwork warhammer.
An item's market price is the sum of the item cost, spell component costs, and the base price.

Behind The Curtain: Magic Item Gold Piece Values

Many factors must be considered when determining the price of magic items you invent. The easiest way to come up with a price is to match the new item to an item priced in this chapter and use its price as a guide. Otherwise, use the guidelines summarized above.

Multiple Similar Abilities: For items with multiple similar abilities that don't take up a limited space (see Limit on Magic Items Worn, use the following formula: Calculate the price based on the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities. (The many spell-like powers of a staff of power are a good example of multiple similar abilities). However, abilities such as an attack or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a limited space (such as a ring or a necklace), each additional power not only has no discount but instead has a 10% increase in price. A belt of Strength +4 and Dexterity +4 is more valuable than a belt of Strength worn with gauntlets of Dexterity, since it takes up only one space on a character's body.

When multiplying spell levels to determine value, 0-level spells should be treated as a half-level.

Other factors can reduce the cost of an item:

Prices presented in the magic item descriptions in this book are the market value, which is generally twice what it costs the creator to make the item. Since different classes get the same spells at different levels, the prices for them to make the same item might actually be different. Take hold person, for example. A cleric casts it as a 2nd-level spell, so a clerical wand of hold person costs him 2 (2nd-level spell) x 3 (3rd-level caster) x 750 gp, divided in half, or 2,250 gp. However, a wizard casts hold person as a 3rd-level spell, so her wand costs her 3 (3rd-level spell) x 5 (5th-level caster) x 750 gp, divided in half, or 5,625 gp. A sorcerer also casts hold person as a 3rd-level spell, but he doesn't get the spell until 6th level, so his wand costs 3 (3rd-level spell) x 6 (6th-level caster) x 750 gp, divided in half, or 6,750 gp. The wand is only worth two times what the most efficient caster can make it for, however, so the market value of a wand of hold person is 4,500 gp, no matter who makes it.

You'll notice, however, that not all the items presented here adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren't enough to truly gauge the exact differences between, say, a ring of fire resistance and boots of speed - two very different items. Each of the magic items presented here was examined and modified rated on its actual worth. The formulas only provide a starting point. Scrolls, potions, and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some DM judgment calls. Use good sense when assigning prices, along with the items here as examples.

Limit on Magic Items Worn

Characters are limited in their ability to use certain magic items, based on the item's type. Just as it doesn't make sense to wear multiple pairs of glasses or shoes simultaneously so too characters can't stack items meant to be worn on a particular part of the body. Only so many items of a certain kind can be worn and be effective at the same time. The limits include the following:

Of course, a character may carry or possess as many items of the same type as he wishes. He can have a pouch jammed full of magic rings, for example. But he can only benefit from two rings at a time. If he puts on a third ring, it doesn't work. This general rule applies to other attempts to "double up" on magic items - for instance, if a character puts on another magic cloak on top of the one he is already wearing, the second cloak's power does not work.

Magic in the Realms