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Common Sense Rules for Magic Items

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veryone dreams of playing legos with spells This wizard will generate 10 affinity points per day.
to make cool magical items. It is largely up To create a magical artifact that generates one level one
to the DM to set limits on that, which can spell charge per day would require 100 pts. So this would
be a source of frustration on both sides of take the caster 100 pts / (10 pts per day) = 10 days of action.
the screen as D&D's rules are burdensome
to a campaign and lack core principles to 6th level caster example
work from. A 6th level full caster would similarly generate 24 points per
With these optional rules you don't have to argue. Derived day. In 4–5 days of action they could generate enough affinity
from D&D's baked-in principles of affinity, capacity, for an object that recharges a level one spell each day.
permanence, and complexity you can easily plan and create However, if the caster frequently casts 3rd level spells like
magical items and effects, with minimal disruption to the protection from energy and maintains concentration for a full
campaign and realistic costs. hour (12 affinity), they could generate much more affinity.
Once you understand these really simple concepts, the only This generates great gameplay tension when a caster is
limit is your imagination. Also, the last section has useful spending their high level spell slots for their pet project and
examples to work from. the team is like, "knock it off, you fool, and save us!"
1. Affinity Balance
Magic wants to leave spellcasters and do its thing. Trying to In terms of game play balance, for both the 3rd level and 6th
get it to stay in an object is hard. Affinity is how strong an level wizard examples, 2-3 gaming sessions gets the
object attracts magic. Spellcasters have high arcane affinity, character a magical device appropriate to their level–not too
which is why they are able to recharge spell slots. When an powerful, but good enough to be excited about.
object attains a high enough affinity, it will draw its own
arcane power and recharge on a long rest as spellcasters do. 2. Capacity
Affinity in magical objects primarily comes fromn time and
proximity to magic being used, like iron becoming A caster has spell slots that represent how much magical
magnetized by being close to another magnet. energy they can hold. As they gain experience, they become a
deeper well for arcane or divine power. Similarly, objects
Gathering affinity have a finite magical capacity that will set the maximum level
If a spellcaster focuses on an object in their possession while of a spell they can hold, or equivalently the number of charges
casting a 1st level spell, it gains 1 point of affinity. If a caster of a lower-level spell.
does the same for an object with a 9th level spell, the object Capacity is determined primarily by an object’s value.
gains 9 points of affinity. Affinity increases the longer This becomes one of the main motivators behind questing.
concentration on a spell is held. The rarer and more valued an item is, the higher its arcane
capacity. It’s as if arcane power has its own sense of greed, or
Concentration Duration Total affinity gained perhaps pride. Doubling value increases capacity by one
1 round/reaction 1 x spell level
spell level.
1 minute 2 x spell level Spell capacity per level vs. value
10 minute 3 x spell level Value 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 hour 4 x spell level 50 gp 1 -- -- -- -- -- -- -- --
100 gp 2 1 -- -- -- -- -- -- --
So, the reason it takes time to create a spell scroll is that
you have to create enough affinity in the scroll or object for it 200 gp 3 -- 1 -- -- -- -- -- --
to retain the magic required by the spell. 400 gp 4 2 -- 1 -- -- -- -- --
Self-charging 800 gp 5 -- -- -- 1 -- -- -- --
If an object has magical affinity, it will gather arcane power 1600 gp 6 3 2 -- -- 1 -- -- --
gradually until it reaches its maximum capacity. Affinity 3200 gp 7 -- -- -- -- -- 1 -- --
determines how much power collects per day.
6400 gp 8 4 -- 2 -- -- -- 1 --
Charges per day = (affinity/100) / spell level
12800 gp 9 -- 3 -- -- -- -- -- 1
3rd level caster example
Consider a 3rd level wizard who casts their full spell
complement daily, with 1 minute concentration on one out
every four spells they cast.

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Loading and Overloading If we can make a single-use magical object with 1/10th
capacity, but provide enough affinity, it seems reasonable we
A magic item can be repeatedly charged with spells up to its can make a single use magical object with minimal affinity,
capacity. However, by spending additional spell slots, a but provide enough capacity. The two most common single-
spellcaster can overload an object with additional single uses use magical items are, in fact, these two extremes.
charges equal to their spellcasting ability modifier, subject to
the following conditions which prevent abuse: Potions: High capacity (expensive) and
low affinity item
To overload, all spell slots must be spend at once. A potion has capacity deriving from the value of the
Each overloaded charge adds a 10% chance of the ingredients. The magic is intrinsic so a mage doesn’t have
object breaking and losing its value (capacity) after pack it in. Even a nonspellcaster can make a potion. So, a
spending the last overloaded charge. potion is an expensive way to store magic, but requires
Overloaded changes must be spent before an item can be minimal affinity.
overloaded again.
Overloading example Spell scroll: Low capacity (cheap) item
Consider a 200 gp item. It has capacity of 3 charges. A with affinity
wizard with +2 intelligence modifier can cram in two The time the magician spends with the scroll grant it a level
additional charges, for a total of five charges. The object will of affinity sufficient to hold the spell. However, a spell scroll
have a 20% chance of breaking after spending the 2 has the low value of ingredients: parchment and ink, so it has
overloaded charges. More possibilities are shown in the very low capacity. So, scrolls are fundamentally “overloaded”.
following table as an example. This is why scrolls can’t be recharged.
Between those two extremes there are host of options for
Loading +1 +2 +3 +4 overloaded items, items that hold multiple chages, self-
Breaks after spending

charging devices and devices that self charge multiple


last overloaded charge?
10% 20% 30% 40% charges per day. See the Affinity and Capacity Chart for a
high level summary. Basicall, you add capacity (value) for
Charges more charges or higher level spells and you add affinity for
1st level 3 4 5 6 more self-charging and stability.
2nd level 1 2 -- 3 Caster time value
3rd level 1 -- -- 2
It is useful to interpret the wizard’s work time as having value
and that value "buying" capacity, or equivalently affinity.
4th level -- 1 -- -- For example, one can consider a spell scroll as being made
5th level -- -- 1 --
more rare and valuable by the application of a wizard’s valued
time and attention. If a 1st level wizard’s time is worth 10 gp
6th level -- -- -- 1 per day and that goes up by 1.8x each spell casting level, then
7th level -- -- -- --
the time required to create a scroll is as shown in the table.
he 1.8x scaling makes it so low-level wizards “tap out”
sooner, meaning (realistically) they can’t add value for as long.
Single use: origin of the 1/10th rule Notably, the timelines to generate spell scrolls are short
For single use, a caster can pack a single spell into an object enough to be relevant to a campaign. It also seems
with 1/10th of the capacity required for a self-charging item. reasonable that a great wizard should be able to crack out a
This is the limit for a single use item as it gives a 100% fifth level spell scroll in a half a day of work to remove a curse
chance for the object to be rendered unusable after spending and charge someone 1000 gp as a marked-up price.
the charge.
Spell scroll creation time (work adds value interpretation)
Scroll
Caster max

time spell level 1 2 3 4 5 6 7 8 9


Spell level Work rate 10gp 18gp 32gp 58gp 105gp 189gp 340gp 612g 1102gp
1st 50 gp 5 days 2.8 days 1.5 days 4 hrs <3 hrs <1 hr <1 hr < 1hr <1 hr
2nd 100 gp 6 days 4 days 1.7 days 1 day 4 hrs <3 hrs <3 hrs <1 hr
3rd 200 gp 7 days 3.4 days 1.9 days 1.1 days <5 hrs <3hrs <3hrs
4th 400gp 6.8 days 3.8 days 2.1 days 1.2 days <6 hrs <4 hrs
5th 800 gp 7.6 days 4.2 days 2.4 days 1.3 days <6 hrs
6th 1600 gp 8.5 days 4.7 days 2.6 days 1.5 days
7th 3200 gp 9.4 days 5.2 days 2.9 days
8th 6400 gp 10.5 days 5.8 days
9th 12800 gp 11.6 days
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Affinity and Capacity Chart
Minimum affinity (1/10x):
Sufficient affinity (1x):
Extra Affinity (>=2x):

Capacity single use self-charging self-charging multiple charges


Spell scroll

Minimum cost (1/10x) Mundane capacity too low to self-charge


(10x overloaded, single use)
2x charging: multiple charges

1x charging
Sufficient value (1x) Potion or higher level spell

(can be temporarily overloaded)


(can be temporarily overloaded)
Multiple charges (stable)

Higher level spell effects


Self-charge multiple charges per day

Extra value (>=2x) Self-charge 1x per day

or more uses up to multiple charge capacity


up to multiple charge capacity

Self-charging item Since a cantrip is effectively a ½ level spell, it should be


correspondingly easier to construct single use cantrip
An item with sufficient capacity and affinity acquires a charge devices. Continuously operable cantrip casting magic items
every day up to its capacity. If there is enough extra affinity, take a little more figuring. In a typical day of action, a caster
the object can acquire multiple spell charges per day. Items might use a useful cantrip five to ten times. On the generous
cannot overload themselves. They can only be overloaded side assume a ½ level spell times 5 times per day gives us an
from a source of higher affinity like a spell caster. equivalent of 2.5 1st level charges (250 affinity points and
Consider a 3rd level glyph of warding spell. The spell capacity 2.5). So, a device that uses a cantrip at-will should
requires 200 gp of diamond dust. This value buys just enough have affinity and value-based capacity halfway between 2nd
capacity to infuse a 3rd level spell effect like explosive runes. and 3rd level recharging spell item.
The object you put the glyph on nominally has no arcane
affinity until you cast on it (minimal affinity), so this is an
unstable spell, which is why the infused object can’t be moved.
3. Permanence—how to
Spell materials cost discounts for
create permanent spell
caster time and effort effects
According to our prior calculations for wizard work value, if a When you attempt to change reality with arcane power, it is
5th level wizard does day of work on a glyph, that work value like punching a pillow. When your fist pulls back, the pillow
of about 100 gp would make it so the spell only requires 100 expands going back to the way it was. But if you squish a
gp of diamond dust. pillow enough, eventually it flattens permanently. The more
frequently and regularly you affect a magical change, the
Affinity and stabilty more nature begins to take this as the true form. The magical
change gains “permanence.” Another way to think of this is
If the item we put the glyph on has sufficient affinity, the spell that a spell has a fading memory after it ends. If you recast
would be stable and moveable. For a single use, item we only the spell before the memory is completely gone, it doesn’t
need 1/10th of the regular 3rd level affinity of 300 pts make the spell any easier, but it makes the spell last a little
meaning we need 30 pts for a single use 3rd level magic item. longer because the arcane magic doesn’t have to do as much
30 pts can of affinity can be accumulated in 1.5 days of work against reality.
casting for 5th level wizard. So, the wizard can spend a day
and some change in their workshop can spend 100 gp of Spell memory: the rule of
diamond dust to create a moveable glyph of warding.
Alternatively, the wizard campaign for a day or two, using a ten
rod as focus to collect 30 pts of affinity, then return to the
tavern, slap some runes on there in an hour of work, sprinkle If a spell is recast before ten of its durations have expired, the
it with the full 200 gp of diamond dust, spend the spell slot spell effect retains a degree of permanence. If this is repeated
and have themself a moveable glyph of warding. ten times, the level of permanence increases.
The following
chart shows the effect of casting a spell like “alter self”
Healing should be expensive successively where the exact same appearance is created
Since objects imbued with healing spells reduce each time the spell is cast. After 10 castings the spell effects
interdependency on other players, the DM should impose a stick around for 8 hours. After another 10 castings they stick
harsh 1.5-2x overloading limit on affinity for healing spells. around for an entire day. Reality is being stuffed into a new
Make an excuse like, “Healing magic has to be more stable.” mold. Casting once a tenday for a year is enough to bump the
Do likewise, as needed, for any game-busting spell like spell up to a duration of the caster’s entire lifetime.
fireball, animate objects, or hypnotic pattern.
Cantrip infusions

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Example of spell permanence increasing by repeated casting
Time to next level of permanence

# of castings Spell Duration Minimum frequency of casting Example frequency of casting (total elapsed)
1–9 1 hr 2.4x/day (10 hrs) 8hrs (3x/day) 3.3 days
1 tenday

10–19 8 hrs 1/(3 days) 1x/day


(13 days)
2 tendays

20–29 1 day 1x/tenday every other day


(33 days or ~1 month)
100 days

30–39 1 tenday 1x/(3 months)) 1x/tenday


(133 days or ~4 months)
40–49 1 month 1 month 1x/(10 months) 1x/tenday
100 days

50–69 1 yr 1x/10 yrs 1x/tenday


(11.1 months)
100 days

70–79 10 yrs 1x/century 1x/tenday


(14.4 months)
100 days

80–89 100 yrs 1x/millennium 1x/tenday


(17.7 months)
10 months

90–99 1000 yrs 1x/10,000 yrs 1x/ month


(27.7 months)

Teleportation circle example


Consider a teleportation circle with 8 hr duration. Cast it 4. Complexity: imbuing
once per day for a tenday, then every other day for 20 days, intelligence
then once a tenday for a year or so and your portal will last
lifetimes. So, clearly, if you cast it every day for a year, as By empowering it with a spell, a magical object can be
specified in the spell description in the Player's Handbook, it imbued with its own rudimentary intelligence or “matrix”,
will last indefinitely. But that is hopelessly tedious and makes just as is achieved in spells such as a tiny servant,
for awful gameplay. No campaign lasts long enough to worry simulacrum, or animate objects. When you cast a spell, an
about whether a spell duration is longer than 10 years. And animated object draws its principles of action from a
no campaign can function while a caster needs to keep reflection of you, just as the echo of a soul does when the
hopping back to an area to use a high level spell to create a spell “speak with dead” is cast. Any reflection is limited by the
portal. quality of the mirror, so the intelligence of a magical object
From a minimalist perspective, to create a permanent will depend on the number of layers in its magical matrix.
portal, cast it every day for a tenday, then every other day for If a tiny servant is a like a black and white image, a
few tendays, then once a tenday for three months and then simulacrum is like full color. The higher-level spell gives a
once a month for the rest of the year and you have a portal simulacrum more layers of realistic depth which captures
you can maintain by casting the spell teleportation circle once more powers of cognition.
a year.
Spell level vs. construct intelligence
Expiration and loss of permanence 1st–3rd level = Programmed/instinctual (Int 0—4)
With permanence of 1 year, you can skip 9 years, come back, 4th–6th level = Intuitive/intepretive (Int 5—7)
recreate the portal and it will still last a year. If you wait 6th–9th level = Innovative/enterprising (Int 8—12)
longer than that period, the permanence drops back to zero. Spell stacking
Nature has finished healing your deformation. (Why? Imagine To imbue an object with more magical intelligence, we can
that over the course of ten years the duration drops to a either cast a higher-level spell, or stack different lower-level
month, 10 months later it drops to a tenday, 3 months later spells. However, two different 1st level spells reflect some of
drops to a day, a tenday later it drops back to normal. So, if the same “color” layer and so they don’t add as much depth to
you miss that window, it’s basically gone completely. To keep a magical creation as a single 2nd spell. The penalty for
it simple if you miss the 10x duration time window, you start stacking lower-level spells is an extra spell, or three for the
over.) price one. So three 1st level spells equals the complexity
achieved by a 2nd level spell. Three 3rd level spells gets you
4th level spell complexity.

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Spell stacking limit: 6 spells That sounds about right for a self-driving, kick-butt cannon
The practical limit for spell stacking is 6 spells, which you can use as a bonus action (~feat). DMs, note that if this is
increments two spell levels of complexity. For example taking too long, let the wizard find an object with high affinity,
imbuing six 2nd level spells bumps the complexity of a for instance the spellcasting focus of a powerful caster they
construct up to 4th level. defeated. Then the task becomes much easier. They only
The reason for this is clear. No amount of low level healing need craft the focus into a construct with enough value
spells could bring someone back from dead. To access (capacity) to hold the spells.
greater power over the mind, fate, life and reality, higher-level As an example the wizard could have a staff that conjures a
spells are needed. From this perspective, it is easy to see why beast that spews fire at their enemies as breath weapon, or
simulacrum is a 7th level spell and you can’t create one by hurls stones with tremendous force. It doesn't need to be a
combining the spells tiny servant and enlarge. There are steampunk gadget like what the artificer uses.
layers of definition of existence: identity, purpose, Making a life-saving amulet
understanding, and capability the lower-level spells can’t pick
up and reproduce. There are two ways to do this. We could make an item that
self-charges a single use of the cantrip spare the dying. You
Magical item examples would use a command word and touch it to a dying creature.
Lame. Might as well do a medicine check.
As an example, consider the Artillerist Artifcer's magical A better device would be an amulet that recognizes when
canon. What would it take to create this as a magical item? the user is dying and casts the cantrip automatically. That
lets your team keep fighting rather than attending to you. But,
Making the Artillerist's Cannon it's a step up in intelligence, so we'll need to find a spell that
Cannon features can sense whether something is alive.
Physicality: movement, high AC, 5th level HP, 1 hour This feels like divination magic and detect poison and
duration, and obedience disease sounds like a good candidate. It's a 1st level spell and
Spell effects: flamethrower, ballista, and protector mode it has a duration of 10 minutes. However the range is 30 ft. If
it is on the user's chest, we only need 1 ft. of range to detect a
As a bare-bones example, we'll consider an item we can heart stopping. That means we can divide the range by 30x
use once per day. And we'll choose one mode of operation. and increase the duration by 30x up to 5 hours. You can
The behavior, AC, HP and duration are similar to the bargain some extra duration here, because the spell only
summon beast, a 2nd level spell. So we'll need sufficient needs to detect one kind of disease: heart failure. So that nets
affinity and capacity for self-charging and storing a 2nd level us another factor of five (this is where you argue with your
spell per day. DM), for about a day's worth of duration. Argue it this way: we
The flamethrower and ballista actions act like cantrips reduce the range for an increase in duration to 8 hrs and
being cast at 5th level or roughly a 1st level spell. Using our reduce the spell functionality for an increase in duration to
previous assumption of a cantrip being used about five times 24 hrs.
per day, we'll need enough capacity and affinity to charge five Amulet of Life Sparing
1st level spell slots.
Spell level slots affinity capacity (value)
Flamethrower/force ballista construct spare the
cantrip

Spell level slots affinity capacity (value) 1 50 25 gp)


dying (1/2)
summon beast 2nd 1 200 2 (100 gp) detect poison/

1st 1 100 1 (100 gp)


burning hands/
and disease
1st 5 500 5 (800 gp)
catapult Total 150 125 gp
Total 700 (1000 gp)
As an example,, this amulet will require a gem of 100 gp
Notice that we didn't just add 5x 50 gp = 250 gp for the plus a 25gp setting of silver into which you can scribe glyphs
cost of the burning hands/catapult spell capacity. We of spare the dying and detect poison and disease, such that
established earlier that capacity for a 5th level spell is when heart failure is detected, the glyph triggers spare the
equivalent to capacity for five first level spells. So add up the dying. It should require some research/stealing books to
capacity, convert it to a spell level and use that value (800 gp). figure out how to modify the detect poison and disease spell,
When we have different spells, it is equivalent to creating or do some dirty work for a powerful wizard in exchange for
two different items and stapling them together, so the values tutoring. This is all good role playing and will get you into lots
don't stack. of fun trouble.
Note, it is much cheaper to make several one-use items As a 3rd level wizard accumulating about 10 pts of affinity
than it is to make one multi-charge item. This is why many per day, you could create an arcane focus powerful enough to
magical items are single use. If you have something super self-charge in about 15 days of action–faster if you level up
valuable, why not use it for a single high level spell? during that time.
Affinity of 700 could be accumulated by a 6th level wizard If you just wanted a single use trinket for an upcoming
generating 24 affinity points per day in about 30 days, 10-12 confrontation, you would need 1/10th of the affinity–a day
sessions, or 3-5 levels of advancement. and half of casting to get that.

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Making a +1 weapon +1 Weapon
Spell level slots affinity capacity (value)
There aren't spells that do this exactly, so we'll have to kludge
it. arcane weapon 1st 1 100
1 (50 gp arcane
focus)
Spell selection 1 (50 gp holy
We'll need a spell to increase damage. Here are some bless 1st 1 100
symbol)
options:
10 scrolls of
1st (1000 gp)
arcane weapon (artificer spell) bless
hunter's mark (ranger spell, has limits on the target) Weapon (varies)
divine favor (paladin spell)
(1100 gp +

Of these, arcane weapon looks the most promising. Total 133


weapon cost)
Also, we need something to make us more likely to hit such
as: 200 affinity points costs a 6th level caster generating 24
True Strike (takes an action) affinity points per day, about 8.3 days of action or about 3-4
Bless (works on 3 people) campaign sessions.
Bless looks the best for our purpose, so we'll need a cleric's +2 weapon, etc.
help. It is pretty straightforward to scale up to a +2 or higher
weapon. The spells just need to be up-cast. Double each spell
Making it affinity and capacity value and spell scroll cost you have have
First, we'll get an artificer to glyph a modified version of the a +2 weapon.
spell arcane weapon onto a sword or mace or whatever. The
spell has a nominal duration of 1 hour adding 1d6 bonus to
weapon damage. A 1d6 die deals +3.5 damage on average, so
if we exchange effect intensity for duration we gain +1
damage for 3x longer, which lasts 3 hrs, or the next standard
duration of 8 hrs.
To extend the spell duration with additional permanence
we would need to recharge the spell once every ten durations
30–80 hrs. So, recharging the spell once per day is sufficient.
Ten days after creation, spell permanence increases and
duration becomes 1 day. Prior to that point, it only works for
part of the day.
If we use a cleric to help create the weapon, we'll need a
holy symbol on the weapon scribed with a glyph of a modified
version of the spell bless that targets only the sword or its
bearer. Choosing 1 target instead of 3 nominally increases
duration up to the next duration interval of 10 minutes. We
can also trade intensity for duration. 1d4 does an average of
+2.5 to hit, so if we trade down to +1 only to hit that gets us to
the next level of duration of 1 hr (technically it is more like 25
minutes, but the spell isn't being used most of the time
anyway).
Now if we get 10 scrolls or glyphs of bless on the sword,
the permanence of the spell increases to 8 hrs. After a tenday,
the permanence will increase to 24 hrs. Prior to that, the
sword is useful for 8 hrs per day—still pretty useful.
For the spell scroll cost, we'll use the 1st level spell
capacity value of 50 gp doubled to 100 gp (for a profit for
whichever temple or cleric we buy them from.) And these are
custom scrolls designed to target a weapon instead of a
person, so that may require a cleric to perform some
research, or the cleric may need to scribe the spells directly
onto the weapon. That may incur an extra cost. Here we're
assuming a player cleric and an artificer are working
together.

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Change Log
Date Change
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