Custom Magic Item Creator
Design a magical accessory, weapon, armor, or shield and calculate its market price. Select construction, special materials, enhancements, and effects, or generate an item within a budget. Edit the result to customize it further.
Naming key
The object tells you its slot; each naming term identifies an effect. Bonuses use +N, resistances use their actual value, and damage reduction uses N/-. For example, Loadbearing Ring +2 of Cinderward 10 grants Strength +2 and Heat resistance 10.
Names update with your effects until you edit the name. Use automatic name restores this behavior. Spells keep their actual names with spell level, caster level, activation, and any use modifiers; custom effects keep their entered descriptions. A new random item starts with an automatic name.
Medium construction. Thrown weapons are priced as sets of five. Enhancements and imbuements require Masterwork; available capacity equals enhancement. Construction and material changes reset the imbuement selections.
DM price adjustments
Pricing notes
Prices follow Magical Accessories. Each effect receives its own affinity, high-bonus, and spell-use modifiers first. For multiple effects, the calculator doubles the most expensive adjusted effect once, then adds the others. Final DM adjustments apply to that subtotal. The displayed total is rounded to two decimal places in gp.
Matching affinity costs ×1, nonmatching affinity costs ×2, and slotless items cost ×2.5. Rings match any effect. Suggested affinities interpret the published slot descriptions; override them when your DM decides an effect belongs in a different category. Spell and custom-priced effects require a manual affinity choice, except on rings or slotless items. Bracers of armor use the special +5 threshold only in the Forearms slot; their armor bonus works while worn without physical armor.
Continuous spell pricing uses the underlying spell's duration category. Single-use competency multipliers are Apprentice ×1 (HD 1–4), Journeyman ×2 (HD 5–9), Professional ×3 (HD 10–14), Elite ×3.5 (HD 15–19), and Master ×4 (HD 20). Daily-use pricing applies to activated and voice-activated effects; leave uses per day blank for unlimited use. A 50-charge item uses its own formula.
For zero-level spells, unlisted duration categories, or invented powers, use a DM custom-priced effect with a DM-approved base price. The calculator prices the supplied effects; the DM determines their suitability, prerequisites, and availability. Custom commissions may require a special material and a capable producer, as described in the accessory rules.
Equipment pricing and materials
Equipment uses published base prices, 30 gp per Masterwork item, weapon enhancement prices of bonus² ×400, and armor/shield enhancement prices of bonus² ×200, through +5. Named imbuement prices are added directly. Accessory affinity and multiple-effect multipliers apply only to accessories. Imbuement capacity is validated by grade and host.
Special-material market premiums follow the ingredient difference rule in Crafting Materials and Prices. Material and Masterwork properties affect construction statistics; imbuement effects are listed alongside them for application during play. Construction Craft DC, Masterwork result threshold, and the separate enhancement DC are shown. Special-material DC modifiers do not increase the enhancement DC.
Thrown weapons use sets of five. Base equipment, Masterwork, and material premiums cover all five; enhancement and imbuement prices apply once to the set. Recipes authored in batches of three retain their original batch size in the ingredient reference; market-price allocations use per-weapon shares rather than treating those shares as a new crafting recipe.
Equipment names identify material, the published base item, enhancement, and named imbuements with their grades and choices. Dragonhide names include alignment; thrown names include “Set of five.” Automatic naming and custom-name overrides work across all categories.
Random accessories use one or two numeric effects within ordinary pricing thresholds. Random equipment uses zero to two valid imbuements and must have an enhancement, imbuement, or special material. Shifting starts with three valid forms that you can edit. No result is repriced to fit its budget.
Market price does not determine production time or failed-check consequences, and this tool does not automate effect stacking on a character. Ammunition, +6 equipment, oversized construction, and character-sheet import are outside this version.