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59

Gold buys people Without a readily available source of high-end useful items, you can purchase large quantities of low-end things. For example, a hundred swords, a hundred kits of armor, a thousand man-years in soldier's wages and a dozen wagons of supplies can achieve a variety of things that a squad of powerful murderhobos can't. A supply of gold can ...


53

This is one of those "Let me tell you a story about how things were pre-third edition" questions. In every D&D edition from the 1970s to the year 2000, you couldn't buy magic items to spec. But you still got gold. We didn't complain about it and found it quite useful. In most of real world history, you couldn't buy magic items. Yet still gold/money is ...


47

Well first off, to answer your question about magic item limits, a character in 3.5e is limited to two magic rings. Found here: http://www.d20srd.org/srd/magicItems/rings.htm in the very first paragraph. Second, AC bonuses do not stack unless they are different types of bonuses (armor, deflection, shield, etc.) or state that they stack. Usually, you cannot ...


34

Sure, mechanical/non-magical equivalents would be a fluffy way to satisfy as aspect of his role-playing. But how about you try something interesting? Word of your superstition and abstinence against magical gear has spread and intrigued a number of people. You've awakened old fears of harmful magical auras, and new prides in personal strength. ...


34

You're misusing the guidelines. First, let's take a look at what the Pathfinder Magic Item Gold Piece Values section has to say on this issue. Turns out, it is specifically addressed. The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use ...


32

Combine the Necrotic Cyst line of spells with Hindsight. Investing in items of necrotic cyst, necrotic scrying, and one or two hideously expensive polished steel and diamond blocks (nothing breakable, mind you) of hindsight would make any rather evil but almost annoyingly hard to corrupt police force proud. Start up your reign of spying with listening ...


32

Make it so that the curse is still tempting. He'll discover the curse, but make the item useful enough that the party will keep it around just in case the curse is worth it. Requirements or Drawbacks are good ways of doing this. A Sun Blade that causes a constant solar eclipse in a mile radius, a healing wand that moans in pain and requires you wound ...


29

"There's no magic item economy" does not equal "Magic items are never bought and sold". It's just that there's no set market for them, they're too rare for that. If a character puts word out that he's looking for a particular item, someone might manage to turn it up for the right price. Barring that, commissioning someone to create the item might be ...


28

While two of my following suggestions originate from 4e I think they can still be applied to any D&D game. Inherent Bonuses Originally introduced in 4e's Dark Sun Campaign Guide, these bonuses greatly reduce the mechanical necessity to acquire magical items just to keep up with the expected encounter difficulty. Inherent bonuses basically say that ...


27

The Ioun Stone comes from Jack Vance's Dying Earth series, which is where the "fire and forget" spell casting of D&D came from too, as well as some of the spells such as prismatic spray. The stones are harvested from the core of neutron stars that are being sliced away by the Nothing at the edge of the universe and are therefore rare and difficult to ...


26

In Adventurer's Vault pg 198 it describe uses for the Enchant Magic Item ritual: ... the ritual can also be used to place a property in a magic item that has no property, or to upgrade a magic item to a more powerful version 5 levels higher. This use of the ritual follows the same rules for enchanting a magic item from a mundane item but ...


26

It will take some work, but it's perfectly doable. Enemies with special defenses The players won't have access to see invisible, flight, magic weapons, or ghost touch. Therefore, if you include enemies that can fly, or have DR/magic, or are intangible, these will be huge challenges, and may be downright impossible. The easy solution is simply to not ...


26

Though at first glance it might appear, that if the DM does not give out magical weapons, then many monsters in the DM guide book will make half of the party irrelevant unless the DM gives out magical items and thus the game is dependent on magical items, unlike what the article states. However, a close look at the classes and character abilities reveals ...


24

The caster level (CL) is set by the creator of the potion, as per Brew Potion: When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. If you don't know it, the general rule of thumb is to use the minimum caster level required to cast the spell (as that's the ...


23

Axoren's Devoted Crafter's Guide Things to Focus on These aren't in any particular order. Craft (Int) Without this, you have to buy the base items at market price. Since magic items require that the base item be masterwork, you're going to want to pay 1/3 the market price if you're making a lot of them. It also nets you faster creation time for base ...


22

Two things come to my mind immediately: Artifacts in the original AD&D DMG like the Rod of Seven Parts, and an extension of artifacts that I used in a D&D 3.5 game. Hopefully you'll get some ideas that will work for your game. The AD&D artifact route is fairly straightforward: as you get more pieces of the artifact together, you get access to ...


22

I think the hat of disguise is a wonderful heirloom to start the game with. It promotes roleplaying and fascinating non-combat interactions. In my games I would expect characters to take one of five routes: All characters can get an equivalent non-combat magic item of about that cost given a backstory. Then, if they want an item, they can go to equivalent ...


21

Magic items that the group has to ponder using and may raise moral issues with a well-roleplayed group? I don't see the problem with that. That sounds awesome. If you're running the game in a way that makes Wealth By Level important, then just throw in some other treasure alongside these goodies to make up the difference. You won't break anything. (Not ...


21

You're looking for this handbook, aptly titled: "Ways to Expand a Spell List". With the requirements you stated above: Magic Item Compendium - Runestaves - Item - allows an arcane caster to expend a slot to cast the spell in the staff Explorers Handbook - Drake Helm - Item - Can attune spells to the helm; act as if they are on your known-spells ...


21

You say: Once you've got the top level mundane gear and a stockpile of potions (which won't take long), doesn't gold become sort of worthless? equally, in a 3rd edition setting: Once you've got the top level wands, magic armor, vorpal swords and a stockpile of wondrous items (which won't take long), doesn't gold become sort of worthless? or to ...


20

The main difficulty you're having in using the formula is that there is no existing spell that models the effect you want. Both Major Creation and Fabricate are dramatically more powerful than the effect you want in that they can create almost anything. Placing the limitation of converting coins of one type into another type of precisely equal value is a ...


20

Magic items are more interesting when they serve to advance or drive a plot. This may be because Only with that item can the characters succeed (and it is hard to get or keep the item). Example: wights that can only be hurt by +1 weapons, in an area where +1 weapons are extremely rare. The item is complex; it only sometimes works, or requires mastery and ...


20

Apart from his very good other suggestions, I have to disagree with Ichoran, that magic items have to advance or drive a plot to be interesting. A bag of holding is an interesting idea which doesn’t have to be central to the plot. I agree more with F. Randall Farmer’s ‘Make Items Custom and Personal’. I say, “Interactive Items Can be Interesting.” In a ...


20

You are going to have to come up with houserules galore to make this work, and in general it's a bad idea. Here's some of the major points you're going to have to hit: Damage Reduction has to be changed Anything with DR/Magic will have to be changed, as this party can't overcome magic DR without magic weapons. If you can't overcome it, everything with it ...


20

One option is to go with the model of the Holy Roman Empire. Instead of symbolic marriage to one of the tribes, allow some of the tribes to be "electors" to determine the next emperor of the realm. Therefore, by giving specific and real power of self-determination to these tribes (obviously only the most important get to be electors), it's far more than a ...


20

Remember in D&D RAW, specific overrides general. The general rule for scrolls "any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it" is overridden by the specific rule for Spell Scrolls: "if the spell is on your cast list you can use an action to read it...otherwise the scroll is ...


19

The value is 0gp and one artifact What you described is a major, plot driven artifact. It is neither purchasable nor controllable by the player as it may be nuked, changed, or develop a need for a smoothie at any time by the whim of the GM. While it is certainly dangerous and effective, the fact that it's a plot coupon means that it functionally is "free" ...


18

As the other answers suggested, I began adding feats as treasure from specific encounters. It worked extremely well for our group. In fact, several other players started considering going down this path in future campaigns. I found that as long as there was narrative combined with the feat, players found it exceptionally interesting. Feats and treasure ...


18

It's good because of wolves' innate trip ability. If the wolves hit they can take a free trip attempt. If they succeed the enemy is prone and it makes it that much easier for you to hit them, and prevents them from moving without taking an attack of opportunity.


18

Switching default male pronoun to default female, in deference to Wizards’ own style and to match rules quotes. Her wizard class features give her no special ability to activate the item As she does not have access to Enchantment or Evocation spells, she does not qualify as having those spells on her spell list for the purposes of activating ...



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