πŸ’Ž Buying Magic Items

Resources: Requires at least one workweek and 100 gp in expenses. Spending more time and money increases chance of finding high-quality items.

Resolution: Make Charisma (Persuasion) check with +1 bonus per additional workweek and +1 per additional 100 gp spent (max +10). Apply -10 penalty for low magic campaigns or +10 bonus for high magic campaigns.

Items Acquired by Check Total

Check Total Items Acquired
1–5Roll 1d6 times on Magic Item Table A
6–10Roll 1d4 times on Magic Item Table B
11–15Roll 1d4 times on Magic Item Table C
16–20Roll 1d4 times on Magic Item Table D
21–25Roll 1d4 times on Magic Item Table E
26–30Roll 1d4 times on Magic Item Table F
31–35Roll 1d4 times on Magic Item Table G
36–40Roll 1d4 times on Magic Item Table H
41+Roll 1d4 times on Magic Item Table I

Magic Item Purchase Complications

2d10 Complication
2The item is a fake, planted by an enemy.*
3The item is stolen by the party's enemies.*
4The item is cursed by a god.
5The item's original owner will kill to reclaim it; the party's enemies spread news of its sale.*
6The item is at the center of a dark prophecy.
7The seller is murdered before the sale.*
8The seller is a devil looking to make a bargain.
9The item is the key to freeing an evil entity.
10A third party bids on the item, doubling its price.*
11The item is an enslaved, intelligent entity.
12The item has a secondary owner who doesn't know it was sold.*
13A guild claims the item as stolen property and demands its return.*
14The item's magic triggers unexpectedly during the transaction, drawing attention.*
15The seller demands a non-monetary favor in addition to the asking price.*
16The item is being tracked by a hostile organization who intends to reclaim it by force.*
17A tax collector or customs agent takes interest in the transaction and demands documentation.
18The item bonds to the buyer immediately and cannot be transferred; seller claims no refunds apply.
19The item's previous owner was an infamous war criminal. Possession alone raises suspicion in certain circles.*
20The item is one half of a matched pair. The other half is held by an entity that can now sense the buyer's location at will.

*Might involve a rival

πŸ’° Selling Magic Items

Resources: One workweek and 25 gp to spread word of the sale. One item at a time.

Resolution: Make Charisma (Persuasion) check to determine offer received.

Magic Item Base Prices

Rarity Base Price*
Common100 gp
Uncommon400 gp
Rare4,000 gp
Very rare40,000 gp
Legendary200,000 gp

*Halved for a consumable item like a potion or scroll

Magic Item Offer

Check Total Offer
1–1050% of base price
11–20100% of base price
21+150% of base price

Magic Item Sale Complications

d6 Complication
1Your enemy secretly arranges to buy the item to use it against you.*
2A thieves' guild, alerted to the sale, attempts to steal your item.*
3A foe circulates rumors that your item is a fake.*
4A sorcerer claims your item as a birthright and demands you hand it over.
5Your item's previous owner, or surviving allies of the owner, vow to retake the item by force.
6The buyer is murdered before the sale is finalized.*

*Might involve a rival

πŸ“Š Magic Item Price Reference

Asking Prices (When Buying)

Rarity Asking Price*
Common(1d6 + 1) Γ— 10 gp
Uncommon1d6 Γ— 100 gp
Rare2d10 Γ— 1,000 gp
Very rare(1d4 + 1) Γ— 10,000 gp
Legendary2d6 Γ— 25,000 gp

*Halved for a consumable item like a potion or scroll

πŸ’‘ Price Negotiation: Asking prices are starting points. Buyers may negotiate down, and sellers may inflate prices for rare items. Charisma checks and roleplay can affect final prices.

Price Examples

Common Items

  • Asking: 20-70 gp average
  • Selling base: 100 gp
  • Typical deal: 50-150 gp

Rare Items

  • Asking: 2,000-20,000 gp
  • Selling base: 4,000 gp
  • Typical deal: 2,000-6,000 gp