Magic Items

I made a number of changes to magic items, but most of them aren't obvious. First, I changed the starting wealth progression to better fit with research I'd done into magic item pricing. This system assumes that PCs can't buy any single item that's worth more than 1/4 of their starting wealth. With the "1/4 wealth rule", you can make better assumptions about what kind of bonuses PCs will have at a given level and plan accordingly, both for encounters and monster design.

Second, I merged the pricing progressions. The epic multiplier is nothing more than a band-aid to keep magic item pricing in step with ever-increasing wealth; it took me about a week to come up with a better solution. The main benefits/consequences of using this system:

1) It eliminates the huge price hike from the x10 epic multiplier.

2) It works very well for a consolidated pricing system (see below). The multipliers have to continue past x10, however, in order to keep pace with increasing wealth.

3) Items will end up costing more at the high end, once they exceed the x10 multiplier. This is generally applicable only to weapons and armor, since they routinely go that high - anything above +16 costs more.

4) For weapons and armor, you can apply a consolidated pricing system – that is, for armor and weapon bonuses +6 to +10, market value and enhancement bonus use the same price listing.

4a) This curbs power creep by making low-enhancement items with multiple enchantments (a +2 keen flaming ghost touch wounding longsword of speed, e.g.) cost more.

4b) With a consolidated system, you don't have to worry about when an item becomes "epic" and you apply the multiplier – any market value above the caps receives the multiplier; if you have, for example, a +5 keen holy longsword (+8 market value) and want to upgrade it to a +6 keen holy longsword, you simply look at the next line on the chart (+9 market value).

4c) Some of the armor abilities (i.e., the ones that don't grant market value bonuses) fall through the cracks, but they already do that with the existing system. Here are my thoughts:

Energy resistance 10, 20, and 30 should be +1, +3, and +5, respectively.

Slick, shadowed, and silent moves should work similarly – the lesser version (+5) is a +2 market value bonus; improved (+10) is a +4 market bonus; greater (+15) is a +6 market bonus. These could (and probably should) be adjusted downward, though, to +1, +3, and +5, since +15 is the non-epic cap for skill bonus, and since the prices include a 50% increase, presumably for a nonstandard slot – without the increase, they're very close to the market prices for +1, +3, and +5.

Glamered… the only reason I can see for this one having a price instead of a market bonus is because its price (2,700 gp) falls right in between +1 (1,000 gp) and +2 (4,000 gp). Strangely, though, it's listed before light fortification, which is a +1 bonus, so it's reasonable to place this one at +1 also.

Etherealness and undead controlling, by their prices, should be +7 each, but that's way too high for what they do. Additionally, they're bracketed by spell resistance 17 (+4), which is 50,000 gp, and spell resistance 19 (+5), which is 70,000 gp, so it's not unreasonable to list these two at +4 also.

These price changes are all reflected in the revised armor prices (see below). The table below lists all revised magic item prices; mostly it's armor and weapons, because wondrous items are difficult to do, but I have a list of revised staff prices also.

And BTW, the plural of "staff" meaning "a long straight piece of wood" is STAVES, not STAFFS. The plural of "staff" meaning "a group of people assigned to advise or assist" is "staffs". It irks me to no end to see "staffs" applied incorrectly, so I fixed it.

Weapons

Armor/Shields Revised Price
Absorbing shield +1 bonus [1K] + disintegrate [(11*6*1800)/10 = 11,880 gp] = 13,050 gp
Antimagic armor +6 bonus [54K] + (-5 dispel checks) [4,500] + adamantine full plate [6,500] = 65,000 gp
Armor of the abyssal horde +6 bonus [54K] + (+4 weapon) [32K] + on hit energy drain [25*9*2000 = 450K] - 30% [creator must be evil, energy drain] + adamantine full plate [6,500] = 381,700 gp
Armor of the celestial battalion +7 bonus [98K] + fly [(25*3*1800)/1.66 = 81,325] + magic circle [25*3*2000*1.5 = 225K] + mithril chain [10K] = 414,325 gp
Bulwark of the great dragon +6 bonus + improved energy resistance (+3) [324K] + breath weapon [50K] + shield [80 gp] = 374,080 gp
Banded mail of luck +3 bonus [9K] + reroll [(13*7*1800)/10/2 = 8,190] = 17,190 gp
Breastplate of command +2 bonus [4K] + (+3 bonus) [other effects] + 400 [+2 skill bonus] = 27,400
Celestial armor +3 bonus, light armor [16K] + fly [(5*3*1800)/5 = 5,400] + mithril chain [10K] = 31,400 gp
Demon armor +4 bonus [16K] + (+1 weapon) [2K] + on hit contagion [12*3*2000 = 72K] - 30% [creator must be evil, energy drain] + mastercraft full plate [2K] = 62,000 gp
Dragonskin armor +5 bonus + greater energy resistance [98K] + shapeshift [(24*9*1800)/5 (limited use, limited duration) = 77,760] + great wyrm dragonhide plate [7,500] = 183,260 gp
Mithril full plate of speed +1 bonus [1K] + haste [(10*3*1800)/5) = 10,800 gp] + mithril [5,000 gp] = 16,800 gp
Plate armor of the deep +1 bonus, + 1 for each ability [16K]
Rhino hide armor +2 bonus [4K] + charge [1,000 gp] + bulette (rhinoceros) hide [800 gp] = 5,815 gp
Shapeshifter's armor +11 bonus (+6 enhancement, +5 improved wild ability) [726K]
Warlord's breastplate +6 bonus [54K] + Cha bonus [16K] + Leadership feat [7,500 (no cohort)] + mithril breastplate [2,700] = 80,200 gp


Weapons

Weapons Revised Price
Backstabber +6 bonus [54K] + sneak attack bonus [20K] = 74,000 gp
Chaosbringer +10 [+6 bonus, +4 anarchic power = 1,000,000] + rage [25K] + Incite Rage feat [25K] = 1,050,000 gp
Dwarven thrower +6 [+3 bonus, throwing, returning, bane giants = 108K] + extra damage [3K] -20% (race) = 88,862 gp
Elven greatbow +11 [+5 bonus, +5 unerring accuracy, +1 keen = 1,452,000] + Str bonus [50K] -20% (elves only) = 1,201,600 gp
Everwhirling chain +14 [+4 bonus, +1 defending, +6 everdancing, +3 speed = 3,528,000] + Combat Reflexes feat [10K] = 3,529,000 gp
Finaldeath +7 [+5 bonus, +1 bane, +1 ghost touch = 196K] + death ward [22*4*2000*2 = 352,000] + turn bonus [10K] -10% (creator must turn undead) = 558,000 gp
Flame tongue +3 [+1 bonus, flaming burst = 18K] + scorching ray [(2*3*1800)/5 = 2,160 gp] = 20,275 gp
Frost brand +5 [+3 bonus, frost, fire resistant = 50K] + quench [14*3*2000 = 84,000 gp] = 134,000 gp
Gripsoul +6 bonus [54K] + binding (on crit) [27*12*2000 = 648K] = 702,000 gp
Holy avenger +5 [bonus, SR; 384K] + (12,000 * 11)/3 [GDM, 44K] - 40% (class/alignment) = 256,915 gp
Holy devastator +11 [+7 bonus, +4 holy power = 1,452,000] + Great Smite feat [10K] = 1,462,000 gp
Life-drinker +5 [+1 bonus, +4 vampiric = 50K], -20% [HD drain on wielder] = 40,170 gp
Luck Blade +3 bonus [18K] + luck bonus [2,000 gp] + wishes [(15*7*2000)/2/1.66 + 9000 for AB = 72,253 gp] = 92,313 gp (fully charged)
Mace of Smiting +3 bonus, bane constructs [32K] + on hit disint. (CL 11) * 1/3 [44K] = 77,012 gp
Mace of terror +2 bonus [8K] + 12,995 [fear], rounded up = 20,112 gp
Nine Lives Stealer +2 bonus [8K] + energy drain [(13*7*2000)/9; 20,222 gp] - 20% [drain on wielder] = 22,692 gp
Oathbow +2 bonus [4K] + holy sword [15*4*0.2 = 21,600] - 10% [penalties] = 23,340 gp
Quarterstaff of alacrity +6 [+5 bonus, +1 speed = 54K] + save bonus [+5, 25K] + feats [20K] = 99,000 gp
Rapier of puncturing +2 bonus, wounding [32K] + Con drain [18K] = 50,120 gp
Screaming bolt +2 bonus [4K] + doom [1*1*50 = 50 gp] / 10 [ammunition] x 0.66 [eyeball factor] = 267 gp
Shatterspike +1 bonus, +1 for sundering [4K] = 4,115 gp
Shifter's sorrow +1 bonus, bane shapechangers [8K] + on-hit polymorph [(8*4*2000)/10 = 6,400 gp] = 14,650 gp
Slaying arrow +1 bonus [2K] + FoD [13*7*50 = 4,550] / 10 [ammunition] x2 [eyeball factor] = 1,310 gp
Slaying arrow, greater +1 bonus [2K] + FoD [(18*9*50 = 8,100 gp] / 10 [ammunition] x2 [eyeball factor] = 2,200 gp
Sleep arrow +1 bonus [2K] + sleep [5*1*50 = 250] / 10 [ammunition] x 1/2 [eyeball factor] = 112 gp
Stormbrand +14 [+4 bonus, +1 thundering, +3 shocking burst, +3 (each) energy resistance = 3,528,000] + fly at will [3*21*2000*2 = 252K] + limited free action [15K] = 3,795,000 gp
Sun Blade +2 bonus, +1 additional for each power (bane, bonus vs. undead, daylight) [50K] = 50,335 gp
Sword of Life Stealing +4 [+2 bonus, +2 (half-strength) vampiric = 32K] = 32,165 gp
Sylvan scimitar +3 bonus [18K] + 1 bonus [extra abilities] - 20% [restrictions] = 25,715 gp
Trident of fish command +1 bonus [2K] + mass charm animals [(7*4*1800)/1.66 = 30,360 / 2 (aquatic only) = 15,180] = 17,295 gp
Trident of warning +2 bonus [4K] + locate creature [7*4*1800 = 50,400 / 4 (aquatic predators only) = 12,600] = 16,715 gp


Rings

Rings Revised Price
Ring of Counterspells Greater dispel single use [11*6*50 = 3,300]
Ring of adamant law Shield of law (constant) [15*8*2000*4 = 960,000 gp] - 10% (energy drain) = 864,000 gp
Ring of chaotic fury Shield of chaos (constant) [15*8*2000*4 = 960,000 gp] - 10% (energy drain) = 864,000 gp
Ring of ineffable evil Unholy aura (constant) [15*8*2000*4 = 960,000 gp] - 10% (energy drain) = 864,000 gp
Ring of ironskin Iron body (constant, limited effect) [(20*8*2000*2)/2 = 320,000]
Ring of sequestering Sequester (at will, added effect) [((20*7*1800)/2)*2 = 252,000]
Ring of universal elemental resistance, major Greater energy resistance [44K] + multiple abilities (x2 for highest, or 44K x 2 x 4 = 352K] = 396,000 gp
Ring of universal energy resistance, minor Minor energy resistance [12K] + multiple abilities (x2 for highest, or 12K x 2 x 4 = 96K]
Ring of weaponbreaking As iron body [320k] + on-hit shatter [20*8*2000 = 320K] = 640,000 gp

I had to list the rings of elemental command separately because they have several abilities each.

Elementals of the plane to which the ring is attuned can't attack the wearer, or even approach within 5 feet of him. If the wearer desires, he can forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. [20K]

Creatures from the plane to which the ring is attuned who attack the wearer take a -1 penalty on their attack rolls, and the wearer gains a +2 resistance bonus on applicable saving throws against their attacks. He gains a +4 morale bonus on all attack rolls against such creatures; any weapon he uses bypasses their damage reduction, regardless of any qualities the weapon may or may not have. [10K + 20K]

The wearer of the ring can converse with creatures from the plane to which his ring is attuned. They recognize that he wears the ring and show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear him if he is strong; if he is weak, they hate and desire to slay him. [5K]

Ring of Elemental Command (Air):

  • Feather fall (unlimited use, wearer only) [15*1*2000 = 30K]
  • Resist energy (electricity) (as a major ring of energy resistance [electricity]) [44K]
  • Wind wall (at will) [(15*3*1800) = 81K]
  • Gust of wind (twice per day) [(15*3*1800)/2.5 = 32,400]
  • Air walk (once per day, wearer only) [(15*4*1800)/5 = 21,600]
  • Chain lightning (once per week) [(15*6*1800)/10 = 16,200]

+55K (base abilities)

-10% of total price (save penalty) = 225,180 gp

Ring of Elemental Command (Earth)

  • Meld into stone (unlimited use, wearer only) [15*3*1800 = 81K]
  • Soften earth or stone (unlimited use) [15*2*1800 = 54K]
  • Stone shape (twice per day) [(15*3*1800)/2.5 = 32,400]
  • Stoneskin (once per week, wearer only) [(15*4*1800)/10 = 10,800]
  • Passwall (twice per week) [(15*5*1800)/5 = 27K]
  • Wall of stone (once per day) [(15*5*1800)/5 = 27K]

+55K (base abilities)

-10% of total price (save penalty) = 258,480 gp


Ring of Elemental Command (Fire)

  • Resist energy (fire) (as a major ring of energy resistance [fire]) [44K]
  • Burning hands (unlimited use) [(15*1*1800 = 27K]
  • Flaming sphere (twice per day) [(15*2*1800)/2.5 = 32,400]
  • Pyrotechnics (twice per day) [(15*2*1800)/2.5 = 32,400]
  • Wall of fire (once per day) [(15*4*1800)/5 = 21,600]
  • Flame strike (twice per week) [(15*5*1800)/5 = 27K]

+55K (base abilities)

-10% of total price (save penalty) = 215,460 gp

Ring of Elemental Command (Water)

  • Water walk (unlimited use) [15*3*1800 = 81K]
  • Create water (unlimited use) [15*0.5*1800 = 13,500]
  • Water breathing (unlimited use) [15*3*1800 = 81K]
  • Wall of ice (once per day) [(15*4*1800)/5 = 21,600]
  • Ice storm (twice per week) [(15*4*1800)/5 = 21,600]
  • Control water (twice per week) [(15*4*1800)/5 = 21,600]

+55K (base abilities)

-10% of total price (save penalty) = 265,770 gp


Rods
Rods are hard to price, so I just left most of them alone (except the epic ones, which I divided by 10); the ones listed here were fairly easy to figure out.


Cancellation, greater Disjunction [25*9*150 (single use, times 3) = 33,000 gp
Invulnerability +5 natural armor [50K] + save bonus [25K] + DR and resistance to crits [as ring of iron body, 320K] + SR 32 [20K] = 415,000 gp
Nightmares Nightmares [21*5*2000 = 210K] + wail of the bansee [(21*9*1800)/1.66 = 204,900] = 215,000 gp (rounded up)
The path +30 skill bonus [9K] + far seeing (at will) [9K] and true seeing (3/day) [(21*6*1800)/1.66 = 136,625] + mass freedom of movement [(21*8*1800)/1.66 = 182,170] + wall of stone [(21*5*1800)/1.66)= 113,855] + mass pass w/out trace [(21*5*1800)/5 = 37,800] = 450,650 gp
Restless death +4 levels for turning (Empower Turning feat) [10K] + animate dead (capped) [(21*3*1800)/3 = 37,800] + undead don't count toward max controlled [10K] + slay living[(21*10*1800)/1.66 = 227,710] = 285,510 gp


Staves

What gets me is that most of the staff prices were wrong, despite it being a simple formula. Here are the revised prices, listed by staff. Staff prices are always rounded to the nearest 250 gp (not sure why). N.B.: The values listed under "Creating Staves" are for creating staves, NOT the market value. If you want the market value, all multipliers must be doubled (as they have been below).



Abjuration:
  • Shield (1 charge) [13*1*375 = 4875]
  • Resist energy (1 charge) [13*2*375 = 9750]
  • Dispel magic (1 charge) [13*3*375 = 14,625]
  • Lesser globe of invulnerability (2 charges) [(13*4*375)/2 = 7875]
  • Dismissal (2 charges) [(13*5*562.5)/2 = 18,281.25]
  • Repulsion (3 charges) [(13*6*750)/3 = 19,500]

Price 74,900 gp.

Charming:

  • Charm person (1 charge) [8*1*562.5 = 4,500]
  • Charm monster (2 charges) [(8*4*750)/2 = 12,000]

Price 16,500 gp.

Conjuration:

  • Unseen servant (1 charge) [13*1*375 = 4875]
  • Summon swarm (1 charge) [13*2*375 = 9750]
  • Stinking cloud (1 charge) [13*2*375 = 9750]
  • Minor creation (2 charges) [(13*4*375)/2 = 7875]
  • Cloudkill (2 charges) [(13*5*562.5)/2 = 18,281.25]
  • Summon monster VI (3 charges) [(13*6*750)/3 = 19,500]

Price 70,000 gp.

Cosmos:

  • Chain lightning (intensified, 1 charge, DC 32) [33*11*375 = 136,125]
  • Meteor swarm (intensified, 3 charges, DC 37) [(33*14*750)/3 = 115,500]
  • Sunburst (intensified, 2 charges, DC 35) [(33*13*562.5)/2 = 120,656.25]

Price 372,250 gp

Defense:

  • Shield (1 charge) [15*1*375 = 5625]
  • Shield of faith (1 charge) [15*1*375 = 5625]
  • Shield other (1 charge) [15*2*562.5 = 16,875]
  • Shield of law (3 charges) [(15*8*750)/3 = 30,000]

Price 58,250 gp.

Divination:

  • Locate object (1 charge) [13*2*375 = 9750]
  • Tongues (1 charge) [13*3*375 = 14,625]
  • Locate creature (2 charges) [(13*4*375)/2 = 7875]
  • Prying eyes (2 charges) [(13*5*562.5)/2 = 18,281.25]
  • True seeing (3 charges) [(13*6*750)/3 = 19,500]

Price 70,000 gp.

Domination:

  • Dominate monster (heightened to 12th level, 1 charge, DC 35) [26*12*750 = 234,000]
  • Demand (heightened to 12th level, 1 charge, DC 35) [26*12*750 = 234,000]
  • Mass charm monster (heightened to 12th level, 1 charge, DC 35) [26*12*750 = 234,000]

Price 702,000 gp

Earth and Stone:

  • Passwall (1 charge) [11*5*562.5 = 30,937.5]
  • Move earth (1 charge) [11*6*750 = 49,500]

Price 80,500 gp.

Enchantment:

  • Sleep (1 charge) [13*1*375 = 4875]
  • Hideous laughter (1 charge) [13*2*375 = 9750]
  • Suggestion (1 charge) [13*3*375 = 14,625]
  • Crushing despair (2 charges) [(13*4*375)/2 = 9,750]
  • Mind fog (2 charges) [(13*5*562.5)/2 = 18,281]
  • Suggestion, mass (3 charges) [(13*7*750)/3 = 22,750]

Price 80,000 gp.

Evocation:

  • Magic missile (1 charge) [13*1*375 = 4875]
  • Shatter (1 charge) [13*2*375 = 9750]
  • Fireball (1 charge) [13*3*375 = 14,625]
  • Ice storm (2 charges) [(13*4*375)/2 = 7875]
  • Wall of force (2 charges) [(13*5*562.5)/2 = 18,281]
  • Chain lightning (3 charges) [(13*6*750)/3 = 19,500]

Price 75,000 gp.

Fiery Power: This +5 flaming quarterstaff grants its wielder fire resistance 30 whenever held. [50K + 44K]

  • Wall of fire (extended, 1 charge, DC 27) [26*5*375 = 48,750]
  • Delayed blast fireball (intensified to 240 points of damage, 2 charges, DC 30) [(26*12*750)/2 = 117,000]
  • Meteor swarm (heightened to 12th, 2 charges, DC 35) [(26*12*750)/2 = 117,000]
  • Summon monster IX (heightened to 10th, 2 charges, huge fire elemental only) [(26*10*562.5)/2 = 73,125]

A staff of fiery power can be broken in a retributive strike. [(25*9*750)/5 = 33,750]

Price 449,900 gp

Fire:

  • Burning hands (1 charge) [8*1*375 = 3000] 8*1*187.5 = 1500
  • Fireball (1 charge) [8*3*562.5 = 13,500] 6750
  • Wall of fire (2 charges) [(8*4*750)/2 = 24,000] 12000

Price 30,500 gp. [End price * 3/4]


Frost:

  • Ice storm (1 charge) [10*4*562.5 = 22,500]
  • Wall of ice (1 charge) [10*4*562.5 = 22,500]
  • Cone of cold (2 charge) [(10*5*750)/2 = 18,750]

Price 63,750 gp.


Healing:

  • Lesser restoration (1 charge) [8*2*562.5 = 9000]
  • Cure serious wounds (1 charge) [8*3*750 = 18,000]
  • Remove blindness/deafness (2 charges) [(8*3*750)/2 = 9000]
  • Remove disease (3 charges) [(8*3*750)/3 = 6000]

Price 27,750 gp. [End price * 2/3]

The Hierophant:

  • Creeping doom (enlarged, extended, 1 charge) [27*9*562.5 = 136,687]
  • Command plants (enlarged, extended, 1 charge, DC 25) [27*6*375 = 60,750]
  • Shambler (intensified, 2 charges) [27*14*750 = 283,500]
  • Overgrowth (widened, 2 charges, DC 33) [27*8*375 = 81,000]

Price 561,900 gp.

Illusion:

  • Disguise self (1 charge) [13*1*375 = 4875]
  • Mirror image (1 charge) [13*2*375 = 9750]
  • Major image (1 charge) [13*3*375 = 14,625]
  • Rainbow pattern (2 charges) [(13*4*375)/2 = 7875]
  • Persistent image (2 charges) [(13*5*562.5)/2 = 18,281]
  • Mislead (3 charges) [(13*6*750)/3 = 19,500]

Price 75,000 gp.

Illumination:

  • Dancing lights (1 charge) [15*1*375 = 5625]
  • Flare (1 charge) [15*1*375 = 5625]
  • Daylight (2 charges) [(15*3*562.5)/2 = 12,656]
  • Sunburst (3 charges) [(15*8*750)/3 = 30,000]

Price 54,000 gp.

Mighty Force:

  • Shield (quickened, 1 charge, can be activated once per round) [21*5*562.5 = 59,062.5]
  • Forcecage (1 charge) [21*7*750 = 11,250]
  • Crushing hand (1 charge) [21*7*750 = 11,250]

Price 81,500 gp

Nature's Fury: This +5 aberration bane quarterstaff allows use of the following spells. [54K]

  • Earthquake (1 charge) [21*8*562.5 = 94,500]
  • Whirlwind (heightened to 10th level, 1 charge, DC 30) [21*10*750 = 157,500]
  • Fire storm (heightened to 10th level, 1 charge, DC 30) [21*10*750 = 157,500]

Price 409,500 gp

Necromancy:

  • Cause fear (1 charge) [13*1*375 = 4875]
  • Ghoul touch (1 charge) [13*2*375 = 9750]
  • Halt undead (1 charge) [13*3*375 = 14,625]
  • Enervation (2 charges) [(13*4*375)/2 = 7875]
  • Waves of fatigue (2 charges) [(13*5*562.5)/2 = 18,281]
  • Circle of death (3 charges) [(13*6*750)/3 = 19,500]

Price 75,000 gp.

The Necromancer: This staff allows use of the following spells.

  • Circle of death (intensified, 2 charges, DC 33) [33*12*562.5 = 222,750]
  • Create greater undead (1 charge) [33*8*375 = 99,000]
  • Finger of death (heightened to 14th, 2 charges, DC 40) [(33*14*750)/2 = 173,250]
  • Soul bind (heightened to 14th, 2 charges, DC 40). [(33*14*750)/2 = 173,250; using trapped souls and the 50 HD limit cancel each other out]

Price 668,250 gp

Passage:

  • Dimension door (1 charge) [17*4*375 = 25,500]
  • Passwall (1 charge) [17*5*375 = 31,875]
  • Phase door (2 charges) [(17*7*375)/2 = 22,312]
  • Greater teleport (2 charges) [(17*8*562.5)/2 = 38,250]
  • Astral projection (2 charges) [(17*9*750)/2 = 57,375]

Price 175,300 gp.

Prism: This staff allows use of the following spells.

  • Prismatic sphere (extended, 1 charge, DC 29) [21*10*750 = 157,500]
  • Prismatic spray (enlarged, 1 charge, DC 27) [21*9*562.5 = 106,312.5]
  • Prismatic wall (extended, 1 charge, DC 28) [21*8*375 = 63,000]

Price 326,750 gp (They actually got this one right!)

Power:

  • Magic missile (1 charge) [15*1*375 = 5625]
  • Ray of enfeeblement (heightened to 5th level) (1 charge) [15*2*375 = 28,125]
  • Continual flame (1 charge) [15*2*375 = 11,250]
  • Levitate (1 charge) [15*2*375 = 11,250]
  • Lightning bolt (heightened to 5th level) (1 charge) [15*2*375 = 28,125]
  • Fireball (heightened to 5th level) (1 charge) [15*2*375 = 28,125]
  • Cone of cold (2 charges) [(15*5*375)/2 = 14,062]
  • Hold monster (2 charges) [(15*5*375)/2 = 14,062]
  • Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges) [(15*6*562.5)/2 = 25,312]
  • Globe of invulnerability (2 charges) [(15*7*750)/2 = 39,375]

84375 + 22,500 + 28,124

The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder can use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round. [13,000]

A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 x the number of charges in the staff, those 3 or 4 squares away take 6 x the number of charges in damage, and those 5 or 6 squares distant take 4 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half. [(15*9*750)/5 = 20,250]

Price 266,700 gp.

Rapid Barrage:

  • Magic missile (intensified, quickened, 1 charge, 5 missiles dealing 10 points of damage each) [25*10*750 = 187,500]
  • Fireball (heightened to 6th, quickened, 1 charge, 20d6 damage, DC 19) [25*10*750 = 187,500]

Price 375,000 gp

Size Alteration:

  • Enlarge person (1 charge) [8*1*375 = 3000]
  • Reduce person (1 charge) [8*1*375 = 3000]
  • Shrink item (1 charge) [8*3*562.5 = 13,500]
  • Enlarge person, mass (1 charge) [8*4*750 = 24,000]
  • Reduce person, mass (1 charge) [8*4*750 = 24,000]

Price 33,750 gp. [End price halved]

Spheres:

  • Freezing sphere (1 charge, DC 24) [17*6*562.5 = 57,375]
  • Resilient sphere (1 charge, DC 21) [17*4*375 = 25,500]
  • Telekinetic sphere (1 charge, DC 26) [17*8*750 = 102,000]

Price 184,875 gp

Swarming Insects:

  • Summon swarm (1 charge) [9*2*562.5 = 10,125]
  • Insect plague (3 charges) [(9*5*750)/3 = 11,250]

Price 21,500 gp.

Transmutation:

  • Expeditious retreat (1 charge) [13*1*375 = 4875]
  • Alter self (1 charge) [13*1*375 = 4875]
  • Blink (1 charge) [13*3*375 = 14,625]
  • Polymorph (2 charges) [(13*4*375)/2 = 9750]
  • Baleful polymorph (2 charges) [(13*5*562.5)/2 = 18,281]
  • Disintegrate (3 charges) [(13*6*750)/3 = 19,500]

Price 72,000 gp.

Walls:

  • Wall of iron (1 charge) [20*6*750 = 90,000]
  • Wall of stone (1 charge) [20*5*562.5 = 56,250]
  • Wall of force (extended, 1 charge) [20*6*750 = 90,000]

Price 236,250 gp

Winter: This staff allows the use of the following spells.

  • Cone of cold (intensified, 2 charges, DC 32) [24*10*562.5 = 135,000]
  • Ice storm (intensified, 2 charges, DC 31) [24*9*375 = 81,000]
  • Freezing sphere (intensified, 2 charges, DC 33) [24*11*750 = 198,000]
  • Wall of ice (extended, 1 charge) [24*5*375 = 45,000]

Price 459,000 gp

Woodlands:

  • Charm animal (1 charge) [13*1*375 = 4875]
  • Speak with animals (1 charge) [13*1*375 = 4875]
  • Barkskin (2 charges) [(13*2*375)/2 = 4875]
  • Wall of thorns (3 charges) [(13*5*375)/2 = 12,187]
  • Summon nature’s ally VI (3 charges) [(13*6*562.5)/3 = 14,625]
  • Animate plants (4 charges) [(13*7*750)/4 = 17,745]

The staff functions as a +2 quarterstaff and allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended. [4000+(13*1*2000) = 30,000]

Price 89,250 gp.


Wondrous Items
Most of the wondrous items I left alone, but I did redo some of the epic ones, as well as the items that granted bonuses (ability, AC, or skills). The bonus-granting items are already covered under the revised pricing section, so I'm just listing the legendary items here.


Wondrous Item Revised Price
Boots of swiftness +6 Dex bonus [36K] + skill bonus [4K] + leap of the clouds [10K] + evasion [10K] + haste 3/day [(20*3*1800)/1.66 = 65K] = 125,000 gp
Bracers of relentless might +8 Str bonus [128K] + Con bonus [128K*1.5 (uncustomary space) = 192K] + greater enlarge (two sizes, constant, limited) [(24*4*2000*2)/2 = 96,000] = 416,000
Cabinet of feasting Heroes' feast 3/day [(40*6*2000)/1.66 = 289,000 gp
Gate key Gate (at will, limited use) [(20*9*2000) = 360K] - 10% (limited uses) = 324,000 gp
Horsehoes of the peerless steed +10 Ride skill [1K] + 3 feats [30K] + double speed (constant haste effect, improved) [20*3*2000 = 120K + 10% (improved) = 132K] = 163,000 gp
Mantle of great stealth +30 Stealth bonus [9K] + blur (constant) [23*2*2000*2 = 184K] + nondetection (constant) [23*3*2000 = 138K] = 331,000 gp
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