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I’m planning to send my players on quests to get ingredients for a very powerful shield to protect a plane. Are there any guides or recommendations for the difficulty(CR) that magic items of certain rarities would require to be made?

Common, uncommon, rare, very rare, legendary, artifacts, and items that are even stronger than artifacts in terms of abilities.

Examples:

  1. Something like the rod of absorption, but able to hold many more levels of spells.
  2. A staff that when planted into the ground, causes a massive volcano to form,
  3. a magical array that makes a 50 mile diameter sphere have positive energy suffusing it(giving a bonus to the health gained when spending hit die or by resting)

And for spells, a similar question.

Are there guides for players to create new spells or one time use scrolls or rituals that include the CR of the adventure to acquire them? Examples

  1. An enhanced version of glyph of warding that can hold all the way up to ninth or even more powerful spells
  2. A spell to make a incredibly large gate, large enough to trap a tarrasque in Acheron or Ysgard.
  3. An enhanced version of wish with fewer limitations.

Research

  1. Finally, are there rules on how long you must take to research a new spell?
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closed as too broad by NautArch, KorvinStarmast, GreySage, Rubiksmoose, MikeQ Feb 21 at 19:37

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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    \$\begingroup\$ You have three separate questions here. Please move the question about spells and research into two questions, and by all means link back to this one. I edited this for format since you piled it all into one paragraph. As I was editing it I realized that you are covering more than one topic. Also, do you have a copy of the Dungeon Masters Guide? (You might want to explain why you think wish needs an enhancement when you move that question over) \$\endgroup\$ – KorvinStarmast Feb 21 at 19:14
  • \$\begingroup\$ Worth noting that the only limit on glyph of warding’s capacity to hold a strong spell is the caster’s number of spell slots. A caster with 2 9th level slots could cast glyph of warding with one and another 9th level with another. \$\endgroup\$ – Blake Steel Feb 21 at 19:15
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    \$\begingroup\$ This question contains at least three distinct questions that need to be split up into separate questions. \$\endgroup\$ – Rubiksmoose Feb 21 at 19:28
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In Xanathar’s Guide to Everything, pages 128-130, the details of crafting magical items are listed. This is more what you’re looking for, it sounds, than the more general rules in the Dungeon Master’s Guide, pages 128-129.

Creating a spell is found in the Dungeon Master’s Guide, starting on page 283.

Creating magic items stronger than Legendary is not detailed, nor is creating spells stronger than 9th level. That Is under DM purview.

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There are some guidelines in Xanathar's Guide To Everything, in "Downtime Revisited" under "Crafting an Item".

It's all pretty vague, because this is pretty much "Whatever the story needs" territory and the DM is suppose to come up with something that fits their campaign. But it does have a nice little table that links each rarity to a range of Challenge Ratings that need to be overcome and some tips for how to do it.

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    \$\begingroup\$ I think this answer would be better if you included a reference to the DMG stuff on crafting stuff as well. \$\endgroup\$ – KorvinStarmast Feb 21 at 19:15

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