List of Homebrewed Wondrous Items + Exact Cost


Homebrew and House Rules


Hi All,

I will be using this space to keep a list of wondrous items that I think would look cool in a campaign or just in general. There wont be a specific theme, other than that each item must be unique in some fashion. Feel free to comment, add suggestions, etc. Or do nothing :)


Lightsaber - Wondrous Item

Decription:
8-inch, cylindrical handle made of any material deemed desirable. Enchanted with the spell Force Sword. Can be in increments, or continous. At 13th CL it acts as a +3 Longsword.

Crafting Cost:
2x13x1000 = 26,000gp (Continuous Spell)

Optional Add-ons
If you have the correct feats, you can role-play whittling out the middle of the handle and additionally enchanting it with the spell Weaponwand. Different wands could be inserted into the core of the weapon and used instead of a melee attack. Suggested spells could range from Shocking Grasp if a front line Magus to Ear-Piercing Scream for the supporting Bard.
Additional Crafting Cost(s):
1.5((1x1x1000)/(5/5)) = 1,500gp (5/day usage 1 min each)

-Incorporated Spell(s)-

  • Force Sword/SL 2/CL 13:
    You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword.

    At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

    If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell.

  • Weaponwand/SL 1/CL 1:
    When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

    At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.


['b']Item Name['/b']

['b']Decription:['/b']
<DESCRIPTION>

['b']Crafting Cost:['/b']
<COST> (MAGIC ITEM TYPE/SPECIAL MATERIALS)

['b']Optional Add-ons['/b']
<DESCRIPTION>
['b']Additional Crafting Cost(s):['/b']
1.5<COST> (MAGIC ITEM TYPE)

['b']-Incorporated Spell(s)-['/b']
['list']['*']['spoiler'=NAME/SL/CL]<SPELL DESCRIPTION>['/spoiler']['*']['spoiler'=NAME/SL/CL]<SPELL DESCRIPTION>['/spoiler']['/list']

Magic Item Creation and Pricing

Special Materials List

Weapon List

Weapon Special Abilities List

Armor/Shield List

Armor/Shield Special Abilities List


Unfortunately, you have the price of the sword wrong:

"Use-activated or continuous: Spell level x caster level x 2,000 gp"
"If the duration of the spell is 1 minute/level, multiply the cost by 2"
"An item that does not take up one of the spaces on a body costs double."

So your crafting cost would be 4 times as much, which would make it cost more than a +10 weapon.

That being said, I could see a +3 Force Sword/lightsaber just costing around 25k base, maybe less.
I wouldn't say that this sword can't be sundered, just very difficult to sunder because you have to target the handle. This is almost equivalent to the Impervious enhancement. This weapon is much more easily concealed, the closest equivalent I can find is Glamored. The downside it has is that it is more prone to Dispel Magic effects as a normal magical longsword would still be a masterwork longsword afterwards.

As far as adding Weaponwand to it goes, that would probably be 8000/4000.

Dark Archive

Everlasting Fruit Vine
Shadowlords Custom Item, Designed for Druids
CL 4, Faint Conjuration and Transmutation, Slot Less, 1 Lbs. – 1,200 Gp

Looking like a small cluster of grapes cut from the vine, these uniquely colored grapes each taste and feel like a different random fruit but are no bigger or shaped differently than a normal grape.

The Stem has enough spots for 10 berries to grow and once picked will be replaced 24 hours later as a new berry at a rate of 2d4 (5) berries a day. These magical berries each provide one day’s worth of nourishment (Food + Water) for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. The Berries Last for 24 Hours once picked before losing their magical quality. To remove a berry from the Vine takes a standard action and to eat it takes a Move action.

Berries do not easily come off the vine and stay on even through vigorous motions, such as being swung around at the top of a staff. One of two ways to remove berries follow:
A druidic phrase is needed to remove a berry and so that it retains its magic. The phrase can be taught to others, although not it’s meaning.
To remove a berry from the vine, The Spell Druid Craft (cantrip imported from 5th edition) must be cast on the berry and it comes off with ease.

Construction Requirements:
CL 4, Craft Wondrous Item, - 4 Ranks Knowledge Nature, Druid Craft, Goodberry, 600 Gp
Spell Level (1) x Caster Level (1) x 2000gp (Continuous) effectively casts Goodberry once per day (Pearl of power, Fruitful sash)

Crafting / Growing Rules:
To grow this unique item a druid must gather seeds from the fruit plants that he wishes the berries to taste like, at least 4 different seeds need to be used, as well as 600 Gp worth of unique soils and fertilizer. Growing takes 10 days and during that time the druid must water it and cast Abstemiousness, Goodberry, Druid Craft, and Plant Growth, every day on the plant and tend to it for 4 hours a day. During this 4 hours a druid must attempt a Nature check DC 20 every day or the plant dies and all materials are lost and must start again, at the end of the 10th day the druid must carefully cut the fruit cluster from the plant (DC 25 Nature). Once cut from the vine the cluster of fruit will forever remain ripe, while the rest of the plant and material dies in a matter of hours. It is possible to grow larger fruit clusters, in increments of 5 total berries on the vine and that grow an additional 1d4 berries per day, for each increment it takes an additional 5 days and an additional 300 Gp worth of materials.

Planting the item when it has all berries grown on it will enable you to add more types of fruit to it, and/or grow a larger one. This growing time takes 5 days if you are adding more seeds to it, all that is required is to plant the item with the seeds and care for it during the 5 days as if you were growing it the first time without needing Nature checks. If you are making a larger one you must get and pay for the Fertilizer and soil as normal and tend to its growth as if growing a new one. You can add more seeds to it at this point as well.

Other Lore:
If a druid plants one of the berries from the vine in fertile ground and in an area that can support plant life, and tends to it for 1 hour, it will grow into a plant that grows that type of fruit, the plant will grow faster, grow larger, be more bountiful, and last longer than normal for that type of plant.

The vine is often affixed to a staff, weapon, or other object and does not impede the items normal use. This vine can serve as a holy symbol or Divine focus for Druids, Rangers, Shamans, Hunters, and Clerics or Paladins of nature. If the vine gets sunlight and water every day the berries taste better, but this does not increase or decrease the power of the item in anyway.

This item is a very common item among Druids, Rangers, Hunters, and Shamans, it is quite difficult to come across for anyone else and are greatly sought after by others. A Druid, Hunter, Ranger, and Shaman always knows what type of fruit a berry is going to be and taste like. If the item is acquired by someone else and a Druid discovers this, the Druid will attempt to recover the item or destroy the item without drawing attention to himself.

Destruction:
The item can be destroyed by fire or spells that rot food if focused on the item. The berries can be crushed, although not as easily as normal berries or grapes, the stems cannot be broken or easily cut, so accidently destroying the item is not possible. Even smashing the item under and elephant will not destroy it.

I made a thread while ago for this and a few other druid related items, and my home brew / revised goodberry spell.


Warlock's Aegis

Decription:
This enchanted klar has been crafted from the skull of a demon. The horns and fangs have been replaced with adamantine, each tooth aplty fitted thanks to a mold made from the original pieces. The entire skull has been magically inscribed with arcane runes that glow a purpl-ish hue when the item is activated.

Upon activation the aegis revolves eerily around it's master, providing cover as per the spell Defending Bone. Each activation lasts for twelve hours, though if the spell ends due to 50 points of damage being sustained by the aegis it becomes unresponsive until the next day (though it can still be wielded as a normal klar). The aegis’s Armor Class, Hit points, and Hardness are as normal for its size and materials. It does not gain attacks of opportunity, nor does it provoke them.

If a command word is uttered while it is protecting a caster, the aegis will also protect its caster from attacks of opportunity as per the spell Warding Weapon for five rounds. Any and all feats or abilities that bypass the spell Warding Weapon also bypass this protection.

Crafting Cost:
6 + 2000 = 2006 gp (+1 Impervious Bone Light Shield)
5 + 1500 = 1505 gp (Masterwork Adamantine Shield Spikes
(2x12x1000/(5/3)) = 14,400 gp (Defending Bone, 3/day)
1.5(1x5x1000/(5/3/)) = 4,500 gp (Warding Weapon, 3/day)
22,411 gp Grand Total

Optional Add-ons
As this item actually has three different components to it (the klar itself being a spiked light shield, plus the imbued spell) you will have to have both the Craft Magic Arms and Armor AND the Craft Wondrous Item feats for this. This means that when upgrading this item you would have to separately upgrade the shield, the shield spike, AND the spell. It doesn't all happen at one time, be prepared.

Please also note that the shield portion is made out of bone, while the horns and teeth (aka the spikes) are made out of adamantine. As the shield will be brittle, I would suggest adding the Impervious armor ability, but I still suggest a wand of Make Whole.

You can also add the spell Continual Flame, adding a flame in each eye for theatrical effect.

Additional Crafting Cost(s):
Total Enhancement^2*1000 gp (Upgrading the Shield Spike)
1gp (Shield Sconce)
50 gp/eye (Continual Flame Spell)

-Incorporated Weapon(s) + Spell(s) + Material(s)-

  • Klar:
    The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard but but a skilled smith can craft one entirely out of metal.

    Benefit: A traditional klar counts as a light wooden shield with armor spikes. A metal klar counts as a light steel shield with armor spikes.

  • Defending Bone/SL 2/CL 12:
    You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.

    You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.

  • Warding Weapon/SL 1/CL 5:
    The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of opportunity for casting spells against these creatures even when subject to this spell, though you can still choose to cast defensively.
  • Shield Sconce:
    This metal frame holds a torch and straps to the front of a light, heavy, or tower shield.
  • Continual Flame/SL 2:
    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

    Light spells counter and dispel darkness spells of an equal or lower level.

    Material Component
    You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.


Scud422 wrote:


"Use-activated or continuous: Spell level x caster level x 2,000 gp"

My price quotes are based on personal crafting, so I cut the 2000 in half.

Scud422 wrote:


"If the duration of the spell is 1 minute/level, multiply the cost by 2"

Did NOT know this, but I see it in the fine print under the table now, thanks ^_^

Scud422 wrote:


"An item that does not take up one of the spaces on a body costs double."

I may need tutoring on how paizo officially prices these things. Looking at the Wondrous Item Bone Razor, which gives the effect of the spell Animate Dead, the item should be priced (w/o crafting feat): 3x5x2000 + the cost of the dagger + double spell price since it doesn't take up a slot = ~60,002 gp (As far as I can see). Even if you want to reduce the amount using special qualifiers like alignment (which they don't) or charges per day(which they also don't), it doesn't justify a 92% decrease in price to 5,000 gp...and this item is specifically introduced as slotless. I'm not saying that my item deserves special exception, but I would like to see a bit more rhyme and reason in the system before I change all my prices. Of course, if there is a rule I'm missing on the item creation page (have you seen that thing? Very possible) please help me clarify.

Scud422 wrote:


So your crafting cost would be 4 times as much, which would make it cost more than a +10 weapon.

That being said, I could see a +3 Force Sword/lightsaber just costing around 25k base, maybe less.
I wouldn't say that this sword can't be sundered, just very difficult to sunder because you have to target the handle. This is almost equivalent to the Impervious enhancement. This weapon is much more easily concealed, the closest equivalent I can find is Glamored. The downside it has is that it is more prone to Dispel Magic effects as a normal magical longsword would still be a masterwork longsword afterwards.

Not much I can say to defend myself here (I still wonder if this price is x2 or x4), though I am content with the sunder/dispel tactic. It gives DMs a way to hinder the wielder theatrically without breaking everything permanently.

Scud422 wrote:


As far as adding Weaponwand to it goes, that would probably be 8000/4000.

I see that it is also 1 min/level. Thanks.


dot .


SilverLinings wrote:
Scud422 wrote:


"An item that does not take up one of the spaces on a body costs double."
I may need tutoring on how paizo officially prices these things. Looking at the Wondrous Item Bone Razor, which gives the effect of the spell Animate Dead(1), the item should be priced (w/o crafting feat): 3x5x2000 + the cost of the dagger + double spell price since it doesn't take up a slot = ~60,002 gp(2) (As far as I can see). Even if you want to reduce the amount using special qualifiers like alignment (which they don't) or charges per day(which they also don't), it doesn't justify a 92% decrease in price to 5,000 gp(3)...and this item is specifically introduced as slotless. I'm not saying that my item deserves special exception, but I would like to see a bit more rhyme and reason in the system before I change all my prices. Of course, if there is a rule I'm missing on the item creation page (4) (have you seen that thing? Very possible) please help me clarify.

1. If an item doesn't explicitly call out that it functions as the spell, then you shouldn't be so quick to base the price upon the spell(s) in the construction requirements.

The Wondrous Item Bone Razor does not give the full effect of the spell Animate Dead, it grants you a limited version which they thought would be balanced at 5000 gp.

*****

2. Almost there, but not quite.

Relevant rules:

SRD; Magic Items; Magic Item Gold Piece Values; Table: Estimating Magic Item Gold Piece Values; Component wrote:
Spell has material component cost: (Extra Cost=) Add directly into price of item per charge
SRD; Magic Items; Magic Item Gold Piece Values; Table: Estimating Magic Item Gold Piece Values wrote:
If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

You also add the material component cost to the price of the magic item. So a Wondrous Item which allows you to use the spell Animate Dead (exactly as the spell), with a CL of 5, would have a market price of:

3(spell level) x 5(caster level) x 2000(use-activated) x 2(slotless)
+ 100 x 10(maximum hit dice possible at CL 5) x 25(Material Component cost per hit die)
= 85,000 gp. (+ the cost of a mundane bone razor)

and a crafting cost of: ( 3 x 5 x 2000 x 2 )/2 + 100 x 10 x 25
= 55,000 gp. (+ the cost of a mundane bone razor)

*****

3. Restrictions which cut the price:

- Can only be used to raise one single skeleton at a time.

- Can only be used on a helpless, living target with a coup de grace.

- The lack of restrictions on HD implies that this item can only be used to create a simple 1/3 CR skeleton, no matter what creature you use it on.

*****

4.

SRD; Magic Items; Magic Item Gold Piece Values wrote:
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 the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from the "command word" or "use-activated or continuous" lines of Table: Estimating Magic Item Gold Piece Values.

Example 1:
Rob's cleric wants to create a heavy mace with a continuous true strike ability, granting its wielder a +20 insight bonus on attack rolls. The formula for a continuous spell effect is spell level × caster level × 2,000 gp, for a total of 2,000 gp (spell level 1, caster level 1). Jessica, the GM, points out that a +5 enhancement bonus on a weapon costs 50,000 gp, and the +20 bonus from true strike is much better than the +5 bonus from standard weapon enhancement, and suggests a price of 200,000 gp for the mace. Rob agrees that using the formula in this way is unreasonable and decides to craft a +1 heavy mace using the standard weapon pricing rules instead.

Example 2:
Patrick's wizard wants to create bracers with a continuous mage armor ability, granting the wearer a +4 armor bonus to AC. The formula indicates this would cost 2,000 gp (spell level 1, caster level 1). Jessica reminds him that bracers of armor +4 are priced at 16,000 gp and Patrick's bracers should have that price as well. Patrick agrees, and because he only has 2,000 gp to spend, he decides to spend 1,000 gp of that to craft bracers of armor +1 using the standard bracer prices.

There are no hard rules when it comes to pricing magic items, with the exception of static bonuses (like AC/Weapon/Save/Skill bonuses).
Whenever you make a new magic item based on a spell, you can't just blindly follow the pricing guidelines. You need to compare it to existing alternatives.

Dark Archive

Yea, What Wonderstell said, my Goodberry item technically costs only 360gp if using the formula for pricing items, but i compared it to pearl of power and fruitful sash and came up with a price more reasonable.

For the most part when i create items, i am mostly creating items on the GM side of things so i do not really care about pricing as the items are going to be given out as loot and 90% of the items i create are ease of life / useful to have and own forever so they never get sold.


I also should have mentioned in my justification for the 25k/12.5k price of the sword that I was going by the rule: "The correct way to price an item is by comparing its abilities to similar items"
+3 magic weapon: 18k, +3k Impervious, +4k Glamered. It's hard to say if the sword is better or worse than a normal Impervious and Glamered weapon, but it's probably on par.

The whole slotless thing is hard to determine. I'm pretty sure that any item that doesn't take a specific spot on the body is considered slotless.
The item slots are: Armor, Belts, Body, Chest, Eyes, Feet, Hands (gloves), Head, Headband, Neck, Ring (up to two), Shield, Shoulders, and Wrists.


Mistress’ Glove

Aura faint illusion; CL 3rd
Slot Hands; Price 1,500 gp; Weight 1 lb.

DESCRIPTION
This silk glove almost shines with a perfect white, if not for the obvious stains of red lipstick.

Once per day, the wielder of this glove of pure silk can make an melee touch attack against a target in a crowd and with a fitting phrase cause a commotion. The language of slap-to-the-face is universal, so neither the target nor the crowd needs to understand what is said, but the wearer must be loud. The target and the wearer becomes the center of attention for a short while, and ally Stealth checks within 30 ft of the wearer is done with a +20 circumstance bonus for 3 rounds. This commotion functions as creating a diversion to hide; allowing people who were observed to use Stealth.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Vanish; Cost 750 gp.

*****

Reasoning for the price:

Spell level 1 x CL 3 x 1800 (Command Word)
x 20000/10800 (the quotient of the actual price of the Ring of Invisiblity, and the calculated value using magic item pricing formulas.)
/5 (1 charge per day)
= 2000 gp

Restrictions/limitations placed on the item:

- Can't benefit the wearer.
- Doesn't actually grant Invisibility, but a lesser effect.
- Can only be used in a crowd.
- Harder to use while in a fight, since a touch attack must hit.

Reasons to heighten the price:

- No limit on how many allies can benefit from the item.

I believe the limitations outweight the advantages, so a reduction of price seems fair. It should be lower than 2000 gp, but not so low that the item becomes an obvious choice. 1500 gp should be about right.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / List of Homebrewed Wondrous Items + Exact Cost All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules