Plenty of people might like to have a magic sword, but
few of them can afford it. Those who can afford such an
item usually have more practical things to spend on. See
chapter 6, "Between Adventures," for one way to handle
selling magic items.
In your campaign, magic items might be prevalent
enough that adventurers can buy and sell them with
some effort. Magic items might be for sale in bazaars or
auction houses in fantastical locations, such as the City
of Brass, the planar metropolis of Sigil, or even in more
ordinary cities. Sale of magic items might be highly
regulated, accompanied by a thriving black market.
Artificers might craft items for use by military forces
or adventurers, as they do in the world of Eberron. You
might also allow characters to craft their own magic
items, as discussed in chapters 6.
IDENTIFYING A MAGIC ITEM
Some magic items are indistinguishable from their
nonmagical counterparts, whereas other magic items
display their magical nature conspicuously. Whatever a
magic item's appearance, handling the item is enough to
give a character a sense that something is extraordinary
about it. Discovering a magic item's properties isn't
automatic, however.
The identify spell is the fastest way to reveal an
item's properties. Alternatively, a character can focus
on one magic item during a short rest, while being in
INDIVIDUAL TREASURE: CHALLENGE 0-4
dlOO CP SP
01-30 Sd6 (17)
31-60 4d6 (14)
EP
61- 70 3d6 (10)
71-95
96 - 00
INDIVIDUAL TREASURE: CHALLENGE 5-10
CP SP EP
physical contact with the item. At the end of the rest, the
character learns the item's properties, as well as how
to use them. Potions are an exception; a little taste is
enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its
properties. The command word to activate a ring mighr
be etched in tiny letters inside it, or a feathered design
might suggest that it's a ring of feather falling.
Wearing or experimenting with an item can also offer
hints about its properties. For example, if a character
puts on a ring of jumping, you could say, "Your steps fee
strangely springy." Perhaps the character then jumps
up and down to see what happens. You then say the
character jumps unexpectedly high.
VARIANT: MORE DIFFICULT IDENTIFICATION
If you prefer magic items to have a greater mystique,
consider removing the ability to identify the properties
of a magic item during a short rest, and require the
identify spell, experimentation, or both to reveal what a
magic item doe s.
ATTUNEMENT
Some magic items require a creature to form a bond
with them before their magical properties can be used.
This bond is called attunement, and certain items
have a prerequisite for it. If the prerequisite is a class,
a creature must be a member of that class to attune to
the item. (If the class is a spellcasting class, a monster
GP pp
3d6 (10)
ld6 (3)
dlOO GP pp
01-30
31-60
61 -7 0
71-95
96 - 00
4d6 X lQQ (1,400) ld6 X lQ (35)
6d6 X lQ (210)
3d6 X 10 (lOS)
INDIVIDUAL TREASURE: CHALLENGE 11-16
dlOO CP SP EP
01-20 4 d6 X lQQ (1,400)
21 - 35 ld6 X lQQ (350)
36 - 75
76 - 00
INDIVIDUAL TREASURE: CHALLENGE 17+
dlOO
01-15
16-55
56 - 00
CP
CHAPTER 7 I TREASURE
SP EP
2d6 X l ,QQQ (7,QQQ)
2d6 X lQ (70)
2 d6 X lQ (70)
4d6 X lQ (140)
2d6 X lQ (70)
GP
ld6 X lQQ (350)
ld6 X lQQ (350)
2d6 X lQQ (7QQ)
2d6 X lQQ (7QQ)
GP
8d6 X lQQ (2 ,8QQ)
ld6 X 1, 000 (3, 500)
ld6 X 1, 000 (3, 500)
3d6 (10)
pp
ld6 X lQ (35)
2d6 X lQ (70)
pp
ld6 X 100 (350)
2d6 X 100 (700)