Magic Gear

ARCANE FOCUS
Item Cost Weight
Crystal 10 gp 1 lb.
Orb 20 gp 3 lb.
Rod 10 gp 2 lb.
Staff 5 gp 4 lb.
Wand 10 gp 1 lb.
DRUIDIC FOCUS
Item Cost Weight
Sprig of mistletoe 1 gp -
Totem 1 gp -
Wooden staff 5 gp 4 lb.
Yew wand 10 gp 1 lb.
HOLY SYMBOL
Item Cost Weight
Amulet 5 gp 1 lb.
Emblem 5 gp -
Reliquary 5 gp 2 lb.
MISC
Item Cost Weight
Acid (vial) 25 gp 1 lb.
Alchemist's fire (flask) 50 gp 1 lb.
Antitoxin (vial) 50 gp -
Component pouch 25 gp 2 lb.
Healer's kit 5 gp 3 lb.
Holy water (flask) 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp -
Parchment (one sheet) 1 sp -
Spellbook 50 gp
MISC MAGIC ITEMS (and Homebrew - full details here)
ITEM RARITY COST WEIGHT
Lock of Trickery Common 50 gp 1 lb.
Veteran's Cane Common 60 gp 4 lb.
Potion of Growth Uncommon 270 gp 1/2 lb.
All or Nothing Coin Common 50 gp -
Dust of De-Appearance Common 25 gp 1 lb.
Paired Scroll Common 100 gp -
Mighty Acorn Common 10 gp -
Silver Hankerchief Common 25 gp -
Ring of Tracking Common 50 gp -
Shepherd's Staff Common 50 gp 4 lb.
Dagger of Whittling Common 50 gp 1 lb.
Bottomless Mug Common 50 gp 8 lb.
Everburning Torch Common 250 gp 1 lb.


Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Spell Scroll Costs
Spell Level Time Cost
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 1 workweek 500 gp
4th 2 workweeks 2,500 gp
5th 4 workweeks 5,000 gp
6th 8 workweeks 15,000 gp
7th 16 workweeks 25,000 gp
8th 32 workweeks 50,000 gp
9th 48 workweeks 250,000 gp
POTIONS   HEALING
Elixir of Health 120 gp
Healing 50 gp
Greater Healing 100 gp
Superior Healing 500 gp
Supreme Healing 5,000 gp
   MIND CONTROL
Clairvoyance 960 gp
Mind Control (Beast Only) 700 gp
Mind Control (humanoid only) 1550 gp
Mind Reading 450 gp
    OILS
Oil of Etherealness 1920 gp
Oil of Sharpness 3200 gp
Oil of Slipperiness 480 gp
    SHRINK/GROW
Diminution 270 gp
Growth 270 gp
    STRENGTH
Cloud Giant Strength 5000 gp
Fire Giant Strength 3000 gp
Frost Giant Strength 2000 gp
Hill Giant Strength 500 gp
Stone Giant Strength 6000 gp
    MISC
Animal Friendship 100 gp
Climbing 75 gp
Fire Breath 150 gp
Flying 500 gp
Gaseous Form 300 gp
Heroism 180 gp
Invisibility 600 gp
Invulnerability 3840 gp
Maximum Power 1400 gp
Philter of Love 90 gp
Poison 100 gp
Resistance* 300 gp
Speed 400 gp
Vitality 960 gp
Water Breathing 100 gp
  *Damage Type: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder   ONLY WITH NERABAN the BEHEADER
Longevity 9000 gp
SPELL SCROLLS
Cantrip 25 gp
1st Level 75 gp
2nd Level 150 gp
3rd Level 300 gp
4th Level 500 gp
5th Level 1,000 gp
Item type
Magical
Spellcasting Services   People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment -- the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Buying Magic Items

Magic Item Price
Rarity Asking Price*
Common (1d6 + 1) × 10 gp
Uncommon 1d6 × 100 gp
Rare 2d10 × 1,000 gp
Very Rare (1d4 + 1) × 10,000 gp
Legendary 2d6 × 25,000 gp

Selling a Magic Item
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.
Resources. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.
Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
Magic Item Base Prices
Rarity Base Price*
Common 100 gp
Uncommon 400 gp
Rare 4,000 gp
Very rare 40,000 gp
Legendary 200,000 gp

*Halved for a consumable item like a potion or scroll