Grand Arch Mage Uldar's Guide to Magic

Magic items are plentiful in our world, and made through a variety of ways. From the run of the mill novice, using magic to make up for his dulled blade, to the gods themselves beating hearts and souls into one of a kind powerful arifacts, there really is no limit to the diversity of magic, and when condensed into an item, the real fun starts.

Magic items come in a large variety, broken up by their rarities. While I'll always provide a reasonable price for you adventurers, to best look for a good deal, keep in mind that not all magic items of the same rarity are the same, so it's not always goings to be the price you're looking for. Nothing a good haggle couldn't fix of course. The tiers of rarity are as follows; common, uncommon, rare, very rare and legendary. There are also artefacts which are completely unpredictable as to how expensive they are as their power is usually either really weak, or incredibly strong, depends on its origins I'm afraid.

Now, enchantments and such are a little tricky, scholars practice day and night to even obtain the ability to produce commonly found magic items in the world. So usually, any kind of magical enchantments you want to put into your own equipment is well, not adequate I'm afraid. Fear not! For I have a marvellous new tool to really give those enchantments a kick. Using already condensed magic from old and frankly useless magic items, we can break them down and, using a shard of Elsadire, we can make stronger and more effective enchantments that can be moved around at your leisure. It'll take me a while to perfect teh technical side of things, but the choice I'm sure, will be satisfactory for the time being.

         

Rune Enchantments (Up to 10 points per Item)

Basic Enchantments (1 Per Item)
  • +1 Bonus to Weapon (1 Point)
  • +2 Bonus to Weapon (2 Points)
  • +3 Bonus to Weapon (3 Points)
  • +1 Bonus to Armor (2 Points)
  • +2 Bonus to Armor (3 Points)
  • +3 Bonus to Armor (4 Points)
  • +1 Damage Dice to Weapons (3 Points)
  • +1 Damage Dice to Spells (8 Points)
  • +2 Damage Dice to Weapons (8 Points)
Advanced Enchantments (1 Per Item)
  • Lucky (Reroll 1's on attacks) (2 Points)
  • Cleave (Wielder can choose to deal half of the attacks damage to another creature within 5 ft.) (4 Points)
  • Gambler's Strike (Once per short rest, after rolling, but not knowing the result. You can roll a Gambler's Strike, all numbers 1 - 10 become a critical failure, whereas 11 - 20 become a critical success. Upon a critical failure using this feature, you have disadvantage on your next d20 roll.) (5 Points)
  • Blink (As a bonus action, teleport up to 60 ft., away, the target location must be within 10 ft., of another creature.) (4 Points)
  • Spell Rune (Store 1 spell, level = 2 + 1 x spell level, in points, can be expended as a bonus action.) (Min. 3 + 1 per spell level)
  • Loyalty (The enchanted item gains the thrown property (20/60) and if thrown this turn, the weapon returns to an open hand at the end of your turn. If there is no open hand, the weapon will sheathe itself.) (3 Points)
  • Merciless (If you reduce a creature's HP to 0 this turn. You can make another attack as part of an attack action. (Once per turn)) (4 Points)
  • Fresh Meat (If a creature hasn't lost any hit points, a normal hit will become a critical hit (Once per turn)) (6 Points)
Secondary Enchantmets (2 Per Item)
  • Summon (Enchanted weapon is summoned/unsummoned as a free action) (2 Points)
  • Glow (Enchanted item glows until cancelled as part of a free action) (1 Point)
  • Speak (Enchanted item speaks word/s following a desired action) (1 Point)
  • Grapple (Throwing this item summons a magical rope that can go as far as 80 ft. The rope has 20 HP and can support 20000 pounds. A creature hit will become grappled and can be brought towards you as a bonus action (DC STR+PROF+14)). (2 Points)
  • Effortless (Item recieves the light property and can be dual weilded) (2 Points)
  • Bonded Weapon (Item can point to a desired ally after speaking their name. The ally must be known to the item and is a willing creature.) (1 Point)
  • Loyal Weapon (Item when touched by a creature that is not an ally, it becomes incredibly heavy and is difficult to lift. (DC 30 Athletics check to wield)) (2 Points)
  • Temperature Regulation (Item is well adjusted for harsh environments. You no longer suffer harsh consequences from traversing dangerous weather) (2 Points)

Magic Item Rarity and Cost

  Common: 50 - 200 gp   Uncommon: 201 - 1000 gp   Rare: 1001 - 10000 gp   Very Rare: 10001 - 50000 gp   Legendary: 50001+ gp   Artifacts: Varies on power  

Spell Level to Rarity

  Cantrip-1: Common   2-3: Uncommon   4-5: Rare   6-8: Very rare   9: Legendary  

Spell Rarity to Cost

  Common: 50-100 gp   Uncommon: 101-500 gp   Rare: 501-5000 gp   Very rare: 5001-50000 gp   Legendary: 50001+ gp  

Magical Item Rarity Conversion Rates

  Common: 1 - 2 points   Uncommon: 2 - 3 points   Rare: 3 - 4 points   Very Rare: 4 - 5 points   Legendary: 5 - 6 points