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