Magic Item Crafting

Rebalancing the Item Creation rules

Preliminaries

Delenda est Creatago

Fellow Romans, item creation must be... rebalanced.

There are four big problems with magic item crafting in 3.5:

  1. Item creators can gain power about 5-10 times faster than they would by leveling. The XP cost of every ability in the game, crafting included, should be comparable to the powers gained by level advancement.
  2. Plentiful wands turn spells into ammunition. This not only diminishes the fantasy aspect of the "rare and mysterious spell", it also leads to rapid abuse of imbalanced spells. When spells are only cast rarely, then even a highly imbalanced spell has limited impact; now, it can be exploited every round.
  3. Cheap spellcasting seriously devalues many other game mechanics. This includes, but is not limited to: number of spells cast per day, the usefulness of spontaneous spellcasting, and the hindrance of attacks of opportunity.
  4. Creating magic items enables a spiral cycle whereby item creators can gain far more experience from making items than the investment in crafting them. No other class or ability parallels this multiplicative bootstrap.

Let's work through a concrete example to demonstrate how item creation is broken. To create a wand of fireballs at 6th level using the 1/25XP rule incurs a mere 540XP loss = 3rd x 6th x 750gp / 25. That allows the casting of 50 3rd level spells. A 6th level spell caster can cast two 3rd level spells a day (maybe three from a high ability). So over a typical 10 day adventure they get to cast 20-30 3rd level spells. That means a wand of fireballs alone is equivalent to a 6th level spell caster; in fact, we could argue that being able to cast spells faster than 2-3 per day is actually superior to a spellcaster. A 6th level spellcaster takes 15,000XP to "craft", so we've gotten a 30 to 1 return on our investment of XP. Now, let's see how much XP a liberally used wand of fireballs could garner. Let's assume that three fireballs right in a row is enough to kill one EL 6 worth of creatures. Then we have gained 1,800 XP x 50 charges / 3 = 30,000 XP by its use, or 60 times the cost it took to create. (Even shared among a party of four, that gives us a 15 to 1 ratio of xp.) These levels of XP bootstrapping are unfair, and must be curtailed.

Why have item creation at all then? First, it answers the question of where all these magic items come from in the first place. Second, low level item creation is a useful buffer for a beginning party. The ability to make simple healing and utility potions cheap is not only a life saver, but also useful for moving gameplay along. So... how do we reconcile these? By imposing drawbacks to item crafting that make it comparable to just going out and adventuring. We'll choose two primary drawbacks: XP cost and time spent. The multiplicative spell factor still makes low level items cost effective (especially compared to dying), so utility potions will still be plentiful. But freely available high level wands will go away, returning them to the status of a prized magical item.

Let's see if we can clean up magic item crafting. We'll first describe five general feats from which all items can be created. Then we'll introduce a new mechanic called Negative XP which is more lenient than XP loss. Along the way we'll introduce a more specific way to think about crafting, and finally we'll derive a much more explicit pricing scheme for magic items.

Rebalancing: The Simple Way - For those DMs that would like to fix item creation but don't want to wade into complexity, let's talk about three simple changes that will take care of 90% of the problem. The three biggest offenders in item creation are:

The solutions are straightforward: Otherwise, use the 3.5 rules as written. Even if you want to use these simplified rules, you'll probably want to cherry pick other good ideas from this page, too. ;-)

Craft "Power Type" Feats

Magic item powers come in five craft categories divided into three groups:

Craft Feat Group Synposis Like...
Craft Single Charge Charged A single disposable charge a potion, scroll, etc.
Craft Multiple Charge Charged Disposable with many charges a wand
Craft Renewable Use Usage Limited uses per time interval a figurine
Craft Constant Use Usage Always on / Stat mods armor, weapons
Craft Permanent Impart Impart Permanently gain an attribute a tome, manual, etc.

There are no longer individual feats for each type of item (potions, wands, etc.) nor is there is wondrous item feat. Every magic item power can be classified into one or more of these five categories. To craft an item requires whichever feats are relevant to its powers.

Let's describe the difference between the feats. Suppose you wanted to create a magic item that gave someone water breathing. There's a wide variety of ways of doing that. To illustrate:

Craft Feat Grants water breathing... Example Item
Single Charge ... once, then is useless Potion of Water Breathing
Multiple Charge ... multiple times, then is useless Wand of Water Breathing
Renewable Use ... once a day Gills of the Fish
Constant Use ... whenever it is worn Helm of Fresh Air
Permanent Impart ... intrisincally, forevermore The Aquatic Mark

Less is More - It is much better to have a small number of generic feats keyed to types of powers than a large number for types of items. First and foremost, it allows the fairer distribution of newly designed magic items among the feats. Currently, "Wondrous Item" is a catchall category that grows disproportionately to the item type specific feats. Second, it stops "feat bloat" for item creators, especially as we create new types of items (which currently would require more special type feats). Last but not least, it provides a better control of what items a crafter can build at a particular level.

Negative XP

A character may at times acquire an amount of Negative XP, most often through crafting. Whenever XP is earned, a character with Negative XP "pays off" the negative debt at the same rate that they gain XP for leveling. For example, suppose that I had -300XP and earned 500XP. I would use 250XP to eliminate some of my XP debt, and gain the remainder normally. Thus, I would be left with -50XP and gain 250XP. If I were to earn 400XP more, then I would eliminate all 50XP of my Neg XP and gain 350XP. Effectively, this means that a character with Negative XP gains experience at half the rate that they earn it, until they've paid off all their debt.

Whenever the 3.5 rules refer to "XP loss", we'll convert that to Negative XP. This includes: XP for certain spells, item crafting, and special monster attacks. A character with Negative XP never loses levels or abilities, even if that Negative XP would "reduce them" to a lower level. If Negative XP ever exceeds total XP, then the character can no longer gain experience through adventuring. At that point, they usually retire from adventuring and become politicians. :-P

Note that using Negative XP for item creation removes the 3.5 "level bump": that you can't make a magic item after gaining a level that you could have easily made the previous level. The rule limiting you to your current level of XP had a twofold purpose: to limit the most powerful item you could craft at each level, and to force you to choose between making a powerful item and advancing. In reality, it has just turned out to be an artificial restriction that neither makes sense in the game nor fulfills its design purpose. Negative XP makes more sense (the maximum item you can make increases smoothly as you gain experience) and is more reasonable (it doesn't stop you from advancing, just doubles your leveling time).

Negative XP cannot be reduced by any magical means short of a limited wish. Specifically, spells like restoration etc. are ineffective. Under certain circumstances, special quests may be undertaken to reduce an unbearable load of Negative XP.

The Unsung Hero: Perhaps the greatest new mechanic in the D&D 3 world is negative "add-ons": negative levels, non-lethal damage, ability damage, etc. It solves a long standing problem: how do you do something that mucks with basic character stats, but in a way that doesn't hose them permanently and / or unfairly? Negative add-ons aren't very fantastic, but they are a muy useful game device.

Crafting Description

Crafting a magic item has two basic phases:
  1. Imbual - Creating storage for magical powers
  2. Empowerment - Placing powers into the newly imbued storage
All magic item powers are now measured according to an ESL = Effective Spell Level. When powers duplicate actual spells, then the ESL is the same spell level. A chart of typical magical effects and their cost in Spell Factors are listed below. When powers fall outside of the known, the DM adjudicates an appropriate ESL according to comparable spell effects / a feeling of how powerful the power is.

Let's look at the specifics of crafting. Powers can have two types of storage: Disposable Storage and Spell Slots. Disposable storage can hold an effect once, and then is destroyed once the effect is released. This is most often a spell or spell effect, but can also be a permanent attribute to impart. Spell Slots are persistent storage that can be used over and over. Spell slots have a wide variety of applications, from renewable uses to "always on" effects like weapon plusses.

Powers come in three kinds: prepared, principal, and permanent attribute. Prepared powers can be used once, and then disappear forever. Principal powers are like principal spells: they are the permanent version that lasts forever. Permanent attributes are any attribute of a character. Note that principal spells and spell slots are also considered permanent attributes; all permanent attributes are subject to the Permanent Power Conservation Law; see the Game Design page for more explanation on the difference between temporary, persistent, and permanent powers.

How we combine storage and spells determines the type of magic item we get:

Storage + Power = Yields For Example
Disposable + Prepared = Charge Potions, Wands
Disposable + Principal = Spellbook ur, a Spellbook
Disposable + Attribute = Permanent Impart Tome of Clear Thought
Spell Slot (+ Prepared) = Rechargeable Item Ring of Spell Storing
Spell Slot + Principal = Renewable Use One Prepared Spell per day
Spell Slot (+ Attribute) = Constant Use Magic Arms and Armor

To illustrate, creating a potion of Cure Light Wounds requires creating some disposable storage and then casting Cure Light Wounds into it. If we wanted a wand with 20 charges of an ESL 3 power, we would have to create 20 disposable storages (of ESL 3) and then cast 20 3rd level spells into it. Item creators often employ the rule that a higher level spell slot can be used to memorize a lower level spell, in order to speed the process of empowerment.

The time required for the imbual phase is a flat 1 day per 1,000gp of cost (or 2,000gp of market price). The time required for the empowerment phase is a function of how fast spells of the appropriate level can be cast into the item. Note that other spell casters can help, but only if they also possess the relevant item creation feats for the power being worked on. Each power of the magic item is created one at a time, imbue and empower; a creator can start empowering on the same day they finish imbuing. A crafter may choose to voluntarily stop work at the end of any phase and then return to the crafting later without penalty. If crafting is interrupted during an imbual phase, then that power can't be imbued into it. If interrupted during the empowerment phase, the item is only partially empowered and no further empowerment can be done on that particular power.

The Primacy of Spellcasting: In Kim D&D, spells per day are the basic resource from which all other magic flows. There are many benefits to this approach. First, it gets rid of the "free lunch" of charge creation. Creating magic items only allows you to time-shift when you cast your spells, not create spells from nothing. Second, it provides a solid check and balance on item creation. Rather than anyone being able to create a wondrous item with an ESL 6 power, only those crafters able to cast 6th level spells can. Third, the time to craft the same item goes down as you advance in level. After all, 20th level wizards should get some benefit over their 1st level compatriots.

It is much more difficult for a caster to "get an edge" by creating magic items using this system. The base costs in XP are the actual costs of earning equivalent capabilities by leveling. It isn't until the crafter has several XP reductions (from the Craftsman feats, a laboratory, and a high BMB) that it becomes a net positive to create items liberally. Cinematically speaking, that's the way it should be. Powerful magic items are churned out by high level spellcasters, not by Wizard 5s.

Also note that the XP expense for creating magic items is to create the storage. If you think about it, the only other way to create "storage" for powers (like spells) is by advancing; higher level adventurers by definition "retain" more power. The gaping holes in the old system were twofold: storage way too cheap, and free spells as charges. The new crafting process describe above plugs both those holes, making the crafting of magic items comparable to gaining levels once again.

Charged Specifics

Charged items are the easiest type to make, the least costly, and consequently the most prevalent. Simply create disposable storage, cast one spell per charge, and you are done.

Here are some common terms for charged items:

  Craft Single Charge   Craft Multiple Charge
  Provoke Caster Anyone Trigger   Provoke Caster Anyone Trigger
AoO Scroll Potion Aegis AoO Script Gesture Guardian
No AoO Runoc Break Glyph No AoO Wand Word Ward

Breaking an item is a common way of releasing its spell effect (without provoking an AoO), e.g. Tiles, globes, etc. Other items require gestures to activate, which provoke attacks of opportunity. For example, a Necklace of Fireballs might require someone to "break off" a fireball globe and lob it to desired location. Items requiring command words never provoke attacks of opportunity.

The poster child for charged items is wands. Wands are now changed to accomodate any spell level (no 4th level maximum any more). Staves, which are a hybridized version of wands for higher spell levels, have been changed into a spontaneous conversion instrument (see below).

Renewable Usage Specifics

All renewable use items require a spell slot as storage. The craftsman may choose to forego the base cost in XP of the Spell Slot and actually give up a spell slot of the appropriate ESL. This is ill-advised below 10th level, but possibly advantageous above 10th level.

Items that regenerate a spell every day also need the appropriate principal spell imparted into it. Fortunately, principal spells can be purchased for gold on the open market (usually in spellbook form). Imparting a principal spell requires burning two (2) unused spell slots of the appropriate level (or higher), which adds to empowerment time. It also means that a craftsman often can't impart their highest level spell the same (class) level they attain it.

All renewable uses are keyed to one use per day, just like a spell slot. Usage more or less than this is simply multipled by the appropriate factor. For example, an item usable only once per week would have 1/7th the base cost; an item usable once per hour would have 24 times the base cost.

Rods are now the archetypal renewable usage item. As a point of terminilogy, we'll refer to a "use" as what you get per day, and a "charge" as something disposable. Thus, the descriptive text for some rods would be changed: the Rod of Flame Extinguishing would have 10 uses per day (instead of 10 charges that regenerate every day).

Constant Usage Specifics

Constant Use items require spell slots and a permanent attribute. Just like with renewable usage items, an item creator may choose to give up spell slots rather than pay the XP requirement for storage.

There are three categories of Constant Usage powers that we'll want to differentiate:

Let's take a look at each kind.

Stat modifications simply cost the value of the storage in XP to create. There is a chart of spell factors for each statistic that one uses instead of the ESL scale. Similar powers on a magic item do not automatically stack (two +1s do not a +2 sword make). Making powers stack follows a spell scale, square scale, cumulative scale, or linear scale depending on the particular power. This is explained in more detail in the Pricing section below.

Always On abilities are calculated as if the item had enough renewable uses to cover a duration of 20 hours; A spell slot and principal spell are needed for each duration. For example, a Wizard 10 has a Fly spell that lasts 10 minutes, so they would need 6 x 20 = 120 renewable uses of this to create an always on Ring of Flying. Sometimes this might give effects cheaper than the stat modification above, which is an indicator of a broken spell (yes, I mean you Mage Armor, Magic Vestment, and Greater Magic Weapon). Invariably, crafters choke on this multiplier and just make something that gives you 5 uses a day. ;-)

Lastly, At Will powers are now outlawed, since they require too much playtesting adjudication to determine fairness. [If I can create a Ring of Invisibility that casts a 2nd level spell at will, shouldn't it be cheaper to create a Ring of Curing that casts a 1st level Cure Light Wounds at will?] All instances of At Will powers are now changed to 5 times per day; magic items with these abilities are now repriced according to a renewable use at 5 times per day.

Rings, previously being the "ever-power" king, are the most heavily impacted by these changes. Declarative rings (like Rings of Invisibility) are easily converted to 5 uses, but other rings (like Rings of Evasion or Feather Falling) require special handling. We'll define a new reactive action called a Response that is considered to occur simultaneously or after an event. Thus, a Ring of Evasion gets "triggered" on a successful Reflex Save and can spare you damage 5 times a day.

Staves have been changed from wand wannabes into truly awe-inspiring instruments of Spontaneous Conversion. Each staff has a spell list. When In Hand, it allows the wielder to spontaneously convert a prepared spell into any spell on the staff list, of the same level (or higher). This explains why staves use the wielder's BMB for DC purposes. Most crafters spend the extra gold to avoid attacks of opportunity on staves. More powerful staves can actually cast their spell lists once per day. The Staff of Power and the (unique) Staff of the Magi also have the fabled spell absorption, which allow spells cast at the wielder to absorb spells and convert them into charges that the staff can "cast".

Note that the principal spells in the staff retain their prepared caster / spontaneous caster distinction; spontaneous caster staves are rare and much desired.

Impart Specifics

Craft Permanent Impart is an Epic level feat, and thus not generally available to players.

Imparted attributes must either be paid for in a) sacrifice or b) XP. Thus, a tome that raises your Dex by 1 required someone to lower their Dex by 1 to create. Alternatively, the item craftsman can "create" a point of Dexterity from XP. This is done by finding how much XP it would cost to create Dex +5 at constant use, and then using that as the value for a permanent +1. Permanent attributes always follow a linear scale (i.e. permanent Dex +3 costs 3 times the XP of permanent Dex +1). This imparting costs is in addition to the costs in gp and Neg xp to craft the disposable storage that holds the attribute until it can be imparted.

If you wanted to create a Ring of Evasion that imparted Evasion all the time, then this would require someone to give up the Evasion feat during empowerment. Since this will be uses many times, it requires Spell Slot storage instead of disposable storage. While this might seem costly, it enables the sharing of feats among party members.

Need to exposit more on binding at some point
  Confine
  Co-opt
  Coerce
  Steal

Pricing Process

Magic item crafting follows the same general process. First, an item is broken up into its powers, each measured by the closest spell that produces approximately the same effect. Every power has a base craft cost which is the initial value of both cost in gp and Negative XP. This base craft cost is equal to:

  Base Craft Cost = Spell Factor x Power Factor

The Spell Factor is Spell Level x Caster Level (= ESL x BMB), and the Power Factor differs according to the type of power.

Then, gp and XP get modified separately, according to creator proficiency, properties of the magic item, and other sundry things.

  Power Craft Cost = Base Craft Cost x (1 + Creator Proficiency) x (1 + Power Properties) + Power Additional

This gets done for each power of a magic item and then summed up, then modified according to body slot affinity.

  Total Craft Cost = (Sum of Power Craft Cost(s)) x Body Slot Factor + Total Additional

Usually, total craft cost in gp gets modified upward from the base and total craft cost in XP gets modified downward. We'll refer to costs by replacing it with gp or XP, so the "Total Craft Cost in gp" is the Total Craft gp. When referring to specific terms, we'll append gp or XP, e.g. Power Additional XP.

The market price of a magic item is

  Market Price = Total Craft gp + 2.5 x Sum of Power Craft XP + 5.0 x Sum of Power Additional XP

This price is calculated using Tim the Wizard, a 10th level Wizard with all Craftsman feats. As a general rule, 1XP = 5gp, and Tim gets 50% off his Base Craft XP.

The Loss of Innocence... and Simplicity: The system presented below is much more accurate, fair, and balanced than the 3.5 item creation. Unfortunately, it's also more complex and ugly. One of the biggest losses is the simple conversion factors between gp cost, XP cost, and market cost. Here's a small chart giving a feel for approximate conversion factors per type of item now:

Item Type PFgp PFXP Market Ratio
Scroll 10gp 10XP 35gp 1:3.5
Wand 15gp 10XP 40gp 1:4
Potion 20gp 10XP 45gp 1:4.5
Tile 25gp 10XP 50gp 1:5
Renewable Use 500gp 200XP 1,000gp 1:5
Constant Use 500gp 200XP 1,000gp 1:5

As you can see, just using a 1:5 ratio (i.e. 1/5th Negative XP of Market Price) is a pretty good simplification. The 1/5th rule still favors charged items like scrolls and wands, but now we're in the right ballpark.

Pricing Details

Let's review each term of the pricing process, and the factors that influence them.

Spell Factor - The minimum CL/BMB for an ESL is CL = 2*ESL - 1. Several things can raise the effective spell level, in particular power modifications that emulate metamagic feats. For example:

ESL Grants
+3 Maximize power (all numeric maxed)
+4 Quicken power (swift action activation)
+5 Opportunity power (interrupt action activation)

For constant use and permanent impart effects the Spell Factor is chosen directly. Here's a comparison chart of scales to guide you:

Spell
SF Scale
1 1st x 1
6 2nd x 3
15 3rd x 5
28 4th x 7
45 5th x 9
66 6th x 11
91 7th x 13
120 8th x 15
153 9th x 17
190 10th x 19
Square
SF Scale
1 x1
4 x2
9 x3
16 x4
25 x5
36 x6
49 x7
64 x8
81 x9
100 x10
Cumulative
SF Scale
1 x1
3 x2
6 x3
10 x4
15 x5
21 x6
28 x7
36 x8
45 x9
55 x10
Linear
SF Scale
1 x1
2 x2
3 x3
4 x4
5 x5
6 x6
7 x7
8 x8
9 x9
10 x10
Use Square Scale
X Power
.2 +1 Skill (one) Competence
2 +1 Skill (all) Competence
.3 +1 Save (one) Resistance
1 +1 Save (all) Resistance
.5 +1 Ability Check Enh
1 +1 Ability Enhancement
1 +1 AB Enhancement
1 +1 MB Enhancement
1 +1 Dmg Enhancement
1 +1 AC Armor/Shield/Enh
2 +1 AC Defl/Dodge/Nat Armor
Use Square Scale
X Power
.4 +1 Skill (one) A/I/L/M*
4 +1 Skill (all) A/I/L/M*
.6 +1 Save (one) A/I/L/M*
2 +1 Save (all) A/I/L/M*
1 +1 Ability Check A/I/L/M*
2 +1 Ability A/I/L/M*
2 +1 AB A/I/L/M*
2 +1 MB A/I/L/M*
2 +1 Dmg A/I/L/M*
2 +1 AC A/I/L/M*
Use Cumulative Scale
X Power
.25 +1i Encumbrance
.5 +5' Move

Use Linear Scale
X Power
.25 1 type Resist
1 1/type DR
1.5 1/- DR
3 1/none DR

A/I/L/M* = Aligned/Insight/Luck/Morale

To calculate the ESL for constant use powers, sum up the appropriate SFs and then find the closest Spell Min on the chart on the left.

Rework example(s) once scales are stable

Power Factor - Here's a guideline to Power Factors:

PF Creates (gp and xp) PF Purchases (in gp)
x10 Disposable storage x10 Hiring a spell caster to cast a spell once
x200 A spell slot per day x20 Scribing a principal spell into a spellbook
x100 Gaining a principal spell

Creator Proficiency - Item creation becomes easier the more experienced and powerful the craftsman is:

Feats -10% Exceptional Craftsman   BMB +0% BMB Best Progression OR +8 or above
-10% Extraordinary Craftsman +50% BMB Good Progression OR +4 to +7
-10% Legendary Craftsman +100% BMB Poor Progression OR +0 to +3

Note that multi-class creators use the best category they can, whether from a progression or total BMB.

Under normal circumstances, the amount of Negative XP taken should never fall below 20% of the Base Craft XP, even if the total reduction bonuses exceed 80%. This is relevant mainly to Epic level characters using labs.

Power Properties gp - How the power becomes activated adds cost to the item:

Activator +0% Spellcaster AoO +0% Provoke AoO
+100% Anyone +50% No AoO
+200% Trigger

Power Properties XP - This category is used so rarely that, um, I can't even think of an example we might use it for. ;-) Artifacts?

Power Additional - A couple factors can additionally influence power costs:

Total Additional - Sometimes items will require additional costs, which the item creator might or might not have to pay:

Body Slot Factor - Two things influence the body slot factor: Here's a chart of slots and affinities:

Slot Type - Affinity
Head Crown - Chr / Influence
Hat - Interaction
Helm - Ranged Attacks
Headband - Int / Mental improvement
Mask - Disguise
Eye Goggles - Detection
Lenses - Vision
Ear Muffs - Sonic
Earrings - Hearing
Neck Amulet - Con / Health
Brooch - Protection
Medallion - Discernment
Necklace - Limited Combat
Periapt - Wis / Immunity
Scarab - Alerting
Slot Type - Affinity
Shoulder Cape - Resistance
Cloak - Protection
Mantle - Transformation
Arm Armband - Morale
Bracers - Combat
Bracelets - Allies
Phylactery - Alignment
On Hand Gauntlets - Str / Destructive Power
Gloves - Dex / Quickness, Touch
In Hand Rod - Renewable Use
Staff - Conversion
Wand - Multiple Charge
Weapon - Combat
Shield - Protection
Finger Ring - "Constant" effects / Metamagic
Slot Type - Affinity
Full Body Armor - Fighter Improvement
Robe - Spellcaster Improvement
Skin Mark - Permanent Impart
Tattoo - Natural Improvement
Ointment - Salve, Unguent
Utility Bag - Encumbrance
Sack - Readiness
Torso Shirt - Physical Improvement
Vest - Class Abilities
Vestment -
Belt Belt - Mundane Improvement
Girdle - Physical Improvement
Feet Boots - Movement
Shoes - Mundane
Slippers - Tracks, Surfaces

The most notable addition to the slots is the In Hand slot, which works somewhat differently than the others. Most slots are filled with a worn item that "stays there"; the In Hand slot is usually being cycled with items. Since actions are associated with placing things In Hand and you can only have as many things In Hand as you have hands, this is the natural balancing for that slot. Note that the underlying mechanic is still the same: you don't get the benefit of the magic unless the magic item is in its appropriate slot.

The biggest change is that metamagic has been moved from rods to rings. This is mostly thematic: metamagic fits better with Rings of Wizardry than Rods of Lordly Might. Rods are now aimed at mundane types who want some magic along with their handy weapon.

The majority of "untyped" items are actually use the In Hand slot. These include, but are not limited to: Potion, Scroll, Band, Bead, Bottle, Broom, Chime, Cube, Deck, Dust, Elixir, Fan, Gem, Horn, Lantern, Manual, Orb, Pearl, Pipes, Rope, Sheen, Spoon, Token, Tome.

Still untyped are:
Balls, Candles, Censer, Decanter, Figurine, Gates, Mirrors, Scabbard, Stones
  Hmmm... mainly items that "act" on their own...  triggered independent?

Really seems like we should have three classes of magic items
  Common - Everyone knows how to craft
  Signature - Few know how to craft, and jealously guard their secrets
  Artifact - No one knows how to craft / Unique craft / Divine craft

Charged Item Examples

Fill out some classic example wygac
  Wand of fireballs
  Staff of something
Work thru complex examples like spell absorption, etc.

Usage Item Examples

Impart Item Examples

Addenda

Choosing the Power Factors

Determining the power factor for how much a spell slot costs in XP is a (ahem) magic number of your campaign. Let's talk about how you can figure it out for your own world. A spellcaster is the best measure of how much a spell slot costs. If we consider the experience needed to gain that level their "base craft cost", we can then reverse engineer how much a spell slot is worth. We want to find the Magic Number X such that

  Sum of (Spells per Day) * SL * CL * MNX = XP to gain that CL

which means

  MNX = XP to gain that CL / Sum of (Spells per Day) * SL * CL

Fortunately, the sum is an easily calculated constant. In Kim D&D, here are those sums and the Magic Number X's for the Best spellcasters:

CL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
XP 0k 1k 3k 6k 10k 15k 21k 28k 36k 45k 55k 66k 78k 91k 105k 120k 136k 153k 171k 190k
Sum 1 4 12 28 55 96 154 240 351 500 682 924 1209 1568 1980 2480 3043 3708 4332 5140
~MNX 0 250 250 214 181 156 136 116 102 90 80 71 64 58 53 48 44 41 39 36

Okay, right off the bat we can see that the only possible numbers are between 40 and 250. Since those represent the extremes, it makes sense to throw in a factor of 2, which gives us a number between 80 and 120. For convenience choose a multiple of 10. 80 would represent a "magic is more common" campaign, and 120 is a "magic is highly prized"; 100 is the safest middle ground, which is the target I'm choosing for Kim D&D. For your own campaign, a smaller number represents a "higher magic" campaign, and a larger number is a "lower magic" one.

Now we have to factor in the effect of Neg XP reducing abilities. If you don't have any in your campaign, you are done. In my own, I want feats and levels to play a major role in crafting. At Wizard 10, we can expect a 50% reduction of Neg XP, and at Wizard 20 a 80% reduction. Thus, our initial value will be 200, which tracks the actual values beautifully.

How does this compare with 3.5? In 3.5 the basic rule of thumb is 100 charges = 5 times per day, or 20 charges = 1 renewable per day. This is exactly our ratio as well: 10 disposable storage X 20 = 200 spell slot. In fact, we tweaked down the 12.5 disposable storage in 3.5 to retain this ratio (as well as make calculation easier in general).

In 3.5 100 charges also = at will. In Kim D&D we have eliminated all at will effects for magic item powers.

Pricing Guidelines

Prices are affected by the types of bonuses. Some bonuses stack, and others don't. Here's a short chart to get us started:

  • Aligned - Old Sacred and Profane + others
  • Alchemical - Chemicals, prior
  • Armor - Non-magical Armor
  • Circumstance - STACK
  • Competence - Better at
  • Deflection - Magical protection
  • Dodge - STACK
  • Enhancement - Effectiveness
    STACK Armor + Shield
  • Inherent - Permanent
  • Insight - Intuit, Precog
  • Luck - Chance
  • Morale - Spirit
  • Natural Armor - Toughness
  • Racial - From race, skills
  • Resistance - Saves
  • Shield - Non-magical Shield
  • Size - From size

TO DO:
Sceptres as weapons + effects

FUTURE EXERCISE:
XP Buy for all abilities by advancement
  BAB
  BMB, should = BAB
  Saves = 1/6th BAB
  hp = 1/6th BAB
  Dmg Bonus
  Skills = 1/20th BAB  :-(
  Spell Slots = 100
  Move
    30ft Enhance = 3K
  Encumbrance
    10 lbs = 100gp linear in 3.5.  Bah!  
  # attacks?  Follows from BAB
  AC?
  Ability
    6,000XP + change
We'll get precise values if we can "craft" an adventurer with same stats