Monday, February 14, 2022

Scary 5e Monsters

Compared to early editions of the game, 5e player characters have it easy. They heal all damage overnight.  They have lots of spell slots. There are no more undead draining experience levels forever.  No rust monsters thrashing magical armor. No Fireball melting magical items. No more instant death at 0 hp. The game provides rules for "balanced" winnable encounters, and monsters on higher CRs struggle to challenge the player characters. With death saves, Healing Word, and Revivify, death  quickly becomes unlikely. 

(If there is one risk here, total party kill: individual death after the first two or three levels is so unlikely that players can get careless and fail to avoid or flee an encounter that could wipe out the whole party. Because the assumption is won fights, the rules also make fleeing a deadly fight mechanically difficult, and this can prove fatal.)

How to scare players?

With everything back to healthy and fresh the next morning, damage and even lowered statistics from undead are not scary. To create scary encounters, use monsters that have the potential to permanently mutilate or weaken the player characters. That is what gets the players squirming. 

The variant rule for Lingering Injuries gives every monster the ability to cause quasi-permanent damage. Most permanent lingering injuries require level six or better magic (like Heal) to fix. This makes play in general more high-stakes and scary, and the campaign tougher and grittier.

What is permanent? 

What is permanent depends very much on the restorative magic the characters have access to, which is limited by their level. 

On level one, death is permanent. You do not have the funds or abilities to revive a dead comerade. Other than wounds, you can undo nothing. So everything is scary. Level one is closest to real live. 

On level three, characters gain access to Lesser Restoration. Now they can heal diseases, neutralize poisons (and remove permanent magical blindness and deafness, although that rarely happens).

On level five, characters gain access to Revivify and Remove Curse and have more money to buy magical and divine aid, they are a lot more resourceful and resilient. They can cure lycantrophy infections, and undo recent death. They still need to get help from powerful NPC to fix things like petrification, permanent ability damage or raising the dead.

On level nine is a big step up with access to Greater Restoration and Raise Dead. Petrification, permanent Ability score damage and permanent maximum hit point damage can be undone. This is after a long period from level five, and around this level many campaigns start to wind down.

On level thirteen players get access to Plane ShiftAstral Spell, Resurrection and Regenerate so if a monster sends them to hell on a failed save, they are not gone forever from the campaign. And if they lose their limbs, brains or internal organs, they can get them back and live. 

On level seventeen, players finally unlock the top end, with Greater Ressurection and WishNearly nothing is permanent now, you can undo the worst character-mangling mishaps (and that is also exclusively how wish was being used by Gygax and Co. in 1e). Scary here are only the things that even a wish cannot fix, like your soul being destroyed. 

Monster List

Here are monsters from the Monster Manual and MtoF (designated with a +) that have permanent effects in the sense you cannot undo them without the help of spells. Some of them can cause permanent death if the dead are not revived within a few days. The required spells are given in parentheses. LV = Level required to cast curative magic, CR = Monster Challenge Rating

LV   CR
3      1/2 Gas Spore - Spores (Lesser Restoration)
5      1/2 Shadow - Strength reduction to 0 spawns shadow after 1d4h (Revivify corpse)
17    1/2 Gray Ooze - permanently corrodes nonmagical weapons and armor
17    1/2 Rust Monster - permanently corrodes non-magical metal weapons and armor
9      2 Intellect Devourer - Int damage (Greater Restoration), remove brain (Resurrection)
17    2 Gibbering Mouther - absorbed into mouther when killed by it (Wish?)
5      2 Wererat - Lycanthropy (Remove Curse)
5      2 Myconoid Sovereign - Animating Spores (kill and Revivify? will still be fungus)
3/17 2 Rutterkin+ poison (Lesser Restoration), transformation to abyssal wretch (Wish)
5      3 Werewolf - Lycanthropy (Remove Curse)
9      3 Basilik - Petrification (Greater Restoration)
5      3 Mummy - Mummy Rot (Remove Curse)
5/9   3 Bulezau+ Poison (Lesser Restoration), max hp reduction (Greater Restoration)
5/13 Wight - hp max reduction, (Revivify), raise as zombie after 24 h (kill & Resurrection)
5/13 3 Deathlock Wight - hp max reduction, (Revivify), raise as zombie after 24 h (kill & Resurrection)
9      4 Ghost - Possession, (Dispel Evil) or hitting down to 0
        4 Lamia - not permanent but on lower levels Geas can be an issue
5      4 Wereboar - Lycanthropy (Remove Curse)
5      4 Weretiger - Lycanthropy (Remove Curse)
17    4 Black Pudding - permanently corrodes nonmagical weapons, armor
9      4 Dybyuk - hp max reduction (Greater Restoration), Posession?
9      5 Gorgon - Petrification (Greater Restoration)
5      5 Werebear - Lycanthropy (Remove Curse)
3/5   5 Red Slaad - chaos phage (Lesser Restoration, after gestation Revivify)
17    5 Wraith - Create Specter from freshly fallen foe (Wish)?
3      5 Otyugh - disesase (save every 24 h cures or Lesser Restoration)
9      5 Night Hag - reduce hp max (Greater Restoration), on death soul is trapped (Wish)?
9      6 Medusa - Petrification (Greater Restoration)
13    6 Githzerai Zerth - Plane Shift (Plane Shift)
13    7 Mind Flayer - Extract Brain (Resurrection)
2/17 7 Blue Slaad - chaos phage (Lesser Restoration, or after transformation Wish)
13/17 8 Corpse Flower+ - Cropses zombifies (kill & Resurrection), digest (True Ressurection)
13    8 Githyanki Knight - permanently removes with Plane Shift (Plane Shift)
9      9 Clay Golem - hp maximum Reduction (Greater Restoration)
       10 Aboleth - permanently dominates (taking damage gives resaves)
13   10 Death Slaad - Plane Shift (Plane Shift)
13   11 Djinni/Dao/Marid/Efreeti - permanently removes with Plane Shift (Plane Shift)
13   12 Arcanaloth - Finger of Death zombifies (kill & Resurrection)
9/17 13 Beholder - Petrification (Greater Restoration) and Disintegrate (True Ressurection or Wish)
5/13 13 Rakshasa - Dream Curse (Remove Curse), Plane Shift (Plane Shift)
9      13 Vampire - Bite & bury to raise as Vampire Spawn (kill and Raise Dead? or Wish)
5      13 Shadow Dragon - Shadow Breath creates shadow on kill (Revivify on corpse)
        13 Narzugon+ Hellfire Lance lemurizes in 1d4h, then (Wish, or kill lemure & True Ressurection on original body)
5      15 Mummy Lord - Mummy Rot  (Remove Curse)
9/13/17 15 Nabassu+ Soul-stealing gaze hp reduction (Greater Restoration), ghoulify (kill & Resurrection), Devour Soul (Wish)
        18 Sibriex+ Warp Creature Exhaustion poison (Lesser Restoration, or after transformation Wish), Feeblemind (Greater Restoration, Heal, Wish)
        18 Amnizu+ Feeblemind (Greater Restoration, Heal, Wish)
9/?   21 Demilich - Energy Drain permanent Ability Damage, Trap Soul 24 h (no solution)
13/17 21 Lich - Finger of Death zombifies (kill & Resurrection), Plane Shift (Plane Shift), Disintegrate (True Ressurection or Wish)
21 Astral Dreadnought+ Demiplanar Donjon (Plane Shift)
21 Molydeus+ - Imprisonment (?),
23 Juiblex+ Acid Lash (True Ressurection), Eject Slime reduces/destroys armor
23 Zuggtmoy disease Spore Servant (?)
9 26 Demogorgon+ Feeblemind (Greater Restoration, Heal, Wish), Tentacle hp max red
26 Orcus Lair raise dead as Skeleton, Zombie, Ghoul, Animate Dead/Create Undead (kill & Resurrection)


Not on the list:
Various hp maximum reducing undead, as it heals upon a long rest (e.g. Specter)
Cockatrice - Petrification ends after 24 hours





Friday, February 4, 2022

Dungeon Economy

How much does it cost to build a dungeon or wizard tower? For those featured in adventures, this is simple: who cares? The writer does whatever he damn well pleases, and ignores the rules that apply to players. It's magic. It does not have to make sense from an economic perspective. This is a game of high adventure, not accounting. Just take a look at Rahasia, choc full of teleporters, golems and magical statues, and the most powerful magic user in the place is level 4 (level 1, as long as the witches are not forming a coven).

That said, nobody in their right mind would spend more to protect his property than what it is worth. Therefore, the costs for guards and traps need to be adequate for the value of the treasures and building. It would be absurd to protect a treasure worth a few hundred gp with a vault that costs thousands. 

So what is a way to equip and secure a place that makes economic sense? To answer this, we must know what spells, labor and mundane items cost and what they do, which differs by game system. I would like to have this for D&D 5e, and 5e is not well suited for this, because it does not provide power-calibrated prices for magic items, nor any prices for many of these other items. 

Inofficial dugeon building costs for 5e 

I am using my own and Sane Magic Item Prices for magic items, with crafting costs of half those. OD&D / 1e, brilliant as ever, has prices for much of what one could wish for in mundane costs, from dungeon doors to pits and all the way to whole towers. From a comparison of prices for all armor, weapons and mundane items in 1e and 5e, the value of a gp in 1e is about 1.25 times that of 5e. That is close enough for me to just use the price list from 1e. Spellcasting services cost spell level squared times 10 gp (plus material cost - DMG uses double material cost). Mundane items listed in the 5e PHB, such as a simple lock, cost as listed in the PHB. 

You can get deep inspiration from OD&D on tricks and traps you could use.

Installing most items assumes skilled craftsmen, at a cost 2 gp/day, an unskilled laborer costs 2 sp/day, and is included in the item cost for simplicity. Hiring skilled NPCs like guards scales the cost linearly, starting at 2 gp/day for CR 1/8, to 16 gp/day for CR 1 and 24 gp/day for CR 3.

Difficulty Classes and Masterwork items


Some effects, like locks or traps have a DC, and the default is 15. As a general rule, to increase the DC by 1 point will cost 80% of the base price, up to DC 20. To increase it above DC 20, double the price for each step. This assumes it is very difficult and costly, to create such masterwork versions. The DC cannot be increased over 25 without magical support or a legendary craftsman. 

For example, a simple DC15 lock costs 10 gp. A DC 20 lock would cost 50 gp. A DC 25 lock would cost 1,600 gp.

(Alternatively, you could add a flat fee of 100 gp to any base price item as a simpler rule, but that would fail to reflect the underlying base costs).

Permanent Magical Effects


There is no Permanency spell in 5e. Some spells have built in ways to make them permanent, but this leaves holes for many of the effects you are looking for. My solution to permanency for outfitting a building is:
  • Permanent magical effects are crafted like magic items, based on their cost. During the crafting time, the spell needs to be cast every day, including any material costs.  A single caster can craft 25 gp worth per day, each assistant may accelerate this by also crafting 25 gp worth, without need for an additional casting or material components. 
  • Like with  Glyph of Warding, permanent spells cannot be moved from their place of creation. They end if moved more than 100' away. This keeps them local to the dugeon, tower or room.
  • The caster must at be of the level to craft the level of spell, as for spell scrolls (DMG p. 200).
  • Crafting cost is 10 times the price of a scroll (i.e. 20 times the cost to craft a scroll).
  • Permanent spells are magic items, and as such cannot be simply dispelled with Dispel Magic. You may deduct 10% from the base cost if it can be surpressed this way for 10 minutes.
  • Instantaneous effect spells cannot be made permanent, but a  Glyph of Warding triggering them can, e.g. for a recharging Fireball trap. Recharge is after 24 hours. Faster recharge is more expensive: double each step per hour, minute, round, anytime the trigger is fullfilled. 
The price table I use for spell scrolls (and thus, spell permancency) is 
Level     Cost
Cantrip   25 gp 
1st          50 gp
2nd       150 gp 
3rd        300 gp 
4th        600 gp 
5th     1,500 gp 
6th     3,000 gp 
7th     6,000 gp 
8th   12,000 gp 
9th   24,000 gp

Teleport effects: these have a built-in condition like Glyph of Warding. They do not require the caster, have no mishap chance, cannot teleport into solids or lava, and by default have a Charisma saving throw. They trigger for base cost anytime the condition is fullfilled, and get more costly with each slower recharge step. Without saving throw, costs are doubled. Teleport within 90 feet counts as a level three spell, within 500 feet as a level four spell, within the same plane as a level five spell, and to other planes as a level seven spell. (These are relatively cheap to reflect how commonly they are seen in adventures, if abusable, could add a cost multiplier).

Walls: if you have a wall such as Wall of Force or a Wall of Fire to block access to somewhere, you likely want to be able to supress it so you can pass. As a wizard, you might just Dimension Door past, but a more convenient way would be to have some trigger that supresses the effect for a short time. Adding such a trigger adds 20% to the cost. 

Examples: a permanent Unseen Servant would cost 500 gp (compare to the salary of about 73 gp per year for an unskilled laborer). A short range teleport that triggers anytime someone enters the room without save would cost 6,000 gp, one sending them to another plan without save 120,000 gp. A Wall of Force sealing a treasure chamber that you can inactivate would cost 18,000 gp. A Gate to hell would cost 240,000 gp - maybe a little too cheap, that's less than half of what a mundane castle costs.

Spells that are typcially useful to make permanent are

Cantrips: Light, Dancing Lights, (Continual Flame ist cheaper for light), Minor Illusion 
Spell Level 1: Alarm, Fog Cloud, Grease, Unseen Servant, Silent Image (upcast Major Image is cheaper)
Spell Level 2: Darkness, Gust of Wind, Levitate, (Silence)
Spell Level 3: Animate Dead, Tiny Servant, Magic Circle, Glyph of Warding
Spell Level 4: Conjure Minor Elementals, Mordenkainen’s Faithful Hound, Wall of Fire
Spell Level 5: Animate Objects, Conjure Elemental, Summon Greater Demon, Passwall, Wall of Force
Spell Level 6: Arcane Gate, Create Undead, Globe of Invulnerability, Wall of Ice
Spell Level 7: Mordenkainen’s Magnificient Mansion, Plane Shift, Reverse Gravity, Teleport
Spell Level 8: Antimagic Field, Antipathy/Sympathy, Demiplane
Spell Level 9: Gate, Prismatic Wall

Alarms


This includes everything that alerts the owner, his allies or his guardians if there are unwanted intruders. Alarms can be built as mechanical traps in the form of trip wires, bucktes full of bells over doors and such. 

The classic option is the Alarm spell, that even a low-level mage can maintain if they are refreshing it. Magic Mouth is the best option for a permanent alarm, or you could craft Alarm permanently, if you want it to be silent. 

Higher level alternatives include a Contingency to trigger a Message or Sending to himself, if the GM allows for it, or a servant triggering a Glyph of Warding that contains Sending, and responding with whatever message he wants to send to you.

Blocks


This includes everything that restricts access, from a simple, locked dungeon doors, portcullis or barred windows, to a massive vault doors and permanent walls of force. Prices from the 1e DMG:

Wooden Door   (4'w, 7'h)     10 gp     3" thick
Wooden Door, reinforced     25 gp     4" thick with iron bands
Iron Door  (4'w, 7'h)           100 gp     1" thick
Portcullis (10'w, 15'h)         500 gp    
Lock, simple                         10 gp    DC15, add to cost of door

Extra cost calculation for thicker iron vault doors scales with thickness: if it is twice as thick, it will cost double.

The default spell for magical enhancement here is Arcane Lock, cheap at 50 gp and permanent, at higher levels there is Antipathy. Or permanent magical walls, especially Wall of Force.

Traps


This includes everything to stop, scare, harm, weaken or kill intruders, in case your access controls are not effective. There are no prices for traps (other than a hunting trap for d4 damage and 25 gp) in the rules.  Default DC to detect and disarm is 15.

Poison Needle     poison   25 gp non resetting (small in locks of chests etc)
Dart trap                  1d4    40 gp non resetting (often poisoned)
Arrow trap             1d10    75 gp non resetting
Spear trap              3d10  250 gp non resetting
Pit, 5' cube                           4 gp walled and floored with finished stone 
Trapdoor 2,5'w x 2,5'          2 gp, double if secret, add 1 gp if spring-closing; add lock if locking

Triggered traps can be reset by a skilled worker with 10 minutes of effort. Self reloading versions fire once per round, cost thrice the price, and need to be restocked when the magazine of 20 projetiles is empty.

Instead of going over all the individual traps (scythe, boulder, acid, etc.) individually, price them by damage, with an increment of 100 gp for each d10. This gives a discount to the common pit, bolt and spear traps, and explains why they are so common.  Poisons Gas fills a 10 foot cube for the price under Poisons. Sleep gas with Drow Poison stats is available.

Poison prices. I lowered the price of basic poison to 25 gp, as it deals so little expected damage, even at that price, it is not a great buy.  Poison of common poison creatures (normal Spider, Snake, or Scorpion) is common, that of giant variants or humanoids under 500 gp is uncommon, above 500 gp it is rare. Poison of devils, demons, or above 1,200 gp is Very Rare, and above DC20 it is legendary.

For magical traps, Glyph of Warding sets the standard, at a base cost of 200 gp for self installed spells. See above about permancy to make it reusable. Other common traps include permanent teleporters. 

Misdirection


This includes illusions, secret and hidden doors and hidden compartments. 

Hidden Door                     free*
Secret Door (2'w, 4'h)        50 gp    DC 15
Illusory Wall (5'w, 5'h)    250 gp    (permanent Minor Illusion)
Illusory Wall (20'w, 20'h) 360 gp   (permanent Major Image)

* Hidden doors do not cost much extra and are a great low-cost option. If you have curtains or gobelins hiding the door, or put your cupboard in front of it, to only cost would be that of the furniture.

Illusions may also be of monsters to fake-out danger and scare off intruders. They are best combined with real effects for enhanced believability.

Commonly spells are permanent Minor Illusion, as well as Major Image and Programmed Illusion. Illusory Script and Nystul's Magic Aura can be used to disguise magical writing and items.  Guards and Wards is a multi-purpose protection spell and can be made permanent by recasting it for a year and 3,650 gp.  

Abjuration


Protection against magical intrusion. Coating some rooms or chests in lead may defend their contents from magical detection. A one-pound lead ingot is about 2 cubic inches, cost 1sp. Three can cover a square foot with a thin sheet.   

Lead Sheeting (5'x5')        7.5 gp

Common spells are Mordenkainens Private Sanctum and Hallow. Mordenkainens Magnificent Mansion and Demiplane create spaces that are inaccessible. 

Guards


This is the most flexible and complex option. It includes hired guards, trained or charmed animals and monsters, retainers and allies. Magical companions work too. Undead, summoned monsters, magical constructs, and creatures put in stasis are good if you do not want to have long term maintenance costs or have no way to supply your guards. 

The game limits the ability to create such long-term allies, because if you could do so, and take them on adventures with you, this would be unbalancing. So there are only few, and often costly ways to do so.

Living guards

Allies and friends may be the best and cheapest way: if you have retired adventuring companions you have someone you know you can trust. By providing them with free lodging, you gain a powerful defender in case of an attack. Occasional presents from your adventures will be appreciated. In our case, we have a goblin ranger henchman, a mid-level cleric, and an adult gold dragon living with us. We gift them with treasure, gems and minor magic items when we stop by, to keep them happy. 

If you have an Homunculus or a familiar with a long range connection to you, these can work very well by secretly hanging around, observing what is going on, and warning you. 

The simplest option is to hire normal NPC guards. As skilled hirelings they cost 2 gp/day, or 730 gp/year for challeng rating 1/8. I'll reduce this with the rationale that long term secure emplyoment requires a lower rate than uncertain day wages. Untrained commoners have no combat training and will flee from any danger, but can act to stable-boys, servants, etc. NPCs are smart, which is worth somehing, as many magical servants are not.

CR   Hireling   Cost/year
0       commoner    50 gp
1/8    guard          500 gp
1/4    acolyte     1,000 gp 
1/2    thug         2,000 gp (reskin as guard sergeant)
1       spy           4,000 gp
2       captain    8,000 gp (bandit captain, reskin as guard officer)
3       veteran  12,000 gp

These values provide a benchmark for magical creations: more expensive in absolute, cheaper over time. 

Trained monsters, such as guard dog mastiffs, or wolves or lions, are also great.  They have keen senses, and only cost their food as maintenance, but eat expensive meat. Snakes both giant and poisonous, sharks etc are all possibilities, but are to stupid to train and hence not listed. More exotic monsters such as mimics, or chimeras may be found on adventures and charmed or kept at peace by feeding (GM adjucates the cost). As they lack higer intelligence, you need to combine them with a skilled keepers that can tend to them, if you cannot do so yourself.  If you can charm them and transport them, this still is very cheap for a lot of dangerous creature.

CR    Beast   Cost/year
1/8    mastiff  100 gp
1/4    wolf      150 gp (also: panther, leopard)
1       lion       600 gp 

Spells like Speak with Animals and Animal Friendship for druids can help to enlist many small, innocous spies and informants that make it difficult to enter unobserved. 

Undead

Animate Dead and Create Undead are your bread and butter spells here. Zombies make guardians, but are too dumb for much else. Skeletons on the other hand are surprisingly intelligent, and could act as simple cooks, manservants and so on, as could the unsavoury ghouls. Ghasts and Wights are as intelligent as humans, and can manage your affairs. The halfwit mummies are not worth it. 

The main downside is that you have to be present to recast the spell every day, or these creatures will become unbound and do how they please.  Of course, Necromancy is despicable, and you will get distrustful looks if you practice it openly. 

Binding them permenently mean crafting. The cost for a skeleton is about two years' of wages for a guard, so worth it if you have a long term perspective.  For the high end undead, wights are the best, they are as smart as humans and as tought as mummies at half the cost.

CR    Monster    One-time cost
1/4    skeleton    1,500 gp
1/4    zombie      1,500 gp
1       ghoul       10,000 gp
2       ghast        60,000 gp
3       wight       60,000 gp
3       mummy 120,000 gp

Summoned Creatures

Conjuration spells for devils, demons or elementals (including mephits, xorn, invisible stalkers; djinni and efreeti are of too high a CR to be summoned) are high level spells starting only with spell level four and hence are the domain of powerful wizards, or of wealthy patrons who can afford their services. 

Summoning alone is insufficient for long term service. One either has to strike a bargain or pact with the summoned entity, or one needs Magic Circle and Planar Binding, upcast for a longer term duration, the maximum being a day and a year at level nine, which requires the services of an archmage. These things can go wrong, many a wizard has been killed this way. Any pact should be at least twice as costly then the corresponding coerced option.

If the owner can do all the spellcasting himself, the cost is 1100 gp. If you can do 7th level Bindings, the annual cost will be 13,200 gp a year. That is still very cheap for a CR 6 guardian. (For creatures with Dispel Magic or teleportation to get around the circle, there are extra costs). Summoning Demons, put them 

If you have the services of an archmage there are additional costs of 900 gp for binding in a circle, and the conjuration itself, for example for an invisible stalker 360 gp, total cost 2,360 gp/year. 

CR    Monster                                                    
5        air/water/fire/earth elemental  
5        salamander
5        xorn
6        galeb dur
6        invisible stalker

Unless you want the creature as your majordomo or are naturally friends with such a creature (see above), a better alternative for summond creatures may be to put them into a Sequester or summon them with Glyph of Warding

Constructs

The least morally questionable solution for long-term servant. You can find examples in the Monster Manual: Animated Object (Sword, Armor, Rug),  Helmed Horror, and for high challenge ratings the Golems (Flesh, Clay, Stone, Iron). Scarecrow feel too much like a horror flick, maybe if you are evil. Unfortunately through all the editions, there is no simple animated statue for lower challenge rating of tier one play. Dungeon of the Mad Mage has a Living Statue), Icewind Dale a Snow Golem, Ghosts of Saltmarsh a Living Iron Statue, Mordenkainen's Tome of Foes clockwork creatures, Bronze Scout, Iron Cobra, Stone Defender, Oaken Bolter, and Sacred Statue. There are no rules on how much it costs to create any of them. 

To limit abuse they are bound to only function inside and near the building. If you want them unbound, double the cost. If you buy them ready made, double the cost again. If you allow a Dispel Magic to entirely undo them, not just suppress their animation for 10 minutes, reduce the cost by 25%.

CR     Cost
¼        2,000 gp 
½        4,000 gp 
1         8,000 gp 
2         16,000 gp 
3         24,000 gp

Crafting based on permanent Animate Objects would be a lot cheaper, so that spell is excluded from being made permanent. Crafting Golems requires a very rare Manual of Golems that is consumed, see there for their costs (a cheap 65,000 gp to 100,000 gp). 

Sequester

Sequester will cost you 5,000 gp, and allow you to stash away any creature for one-time release. As such, it is well suited to release a powerful guardian, say, a dragon, and that at a price that can be way lower than the CR that can be achieved for ongoing guardians. However, it is not useful for ongoing stewartship or patrolling of your premises.


Price List Dungeon Trappings


Thursday, February 3, 2022

Magic Item Economy


Finding magic items is a great incentive for player characters to go adventuring. It rewards them with new powers for the risks they are taking.

Gary Gygax strongly maintained in the 1e DMG, that magic items of any kind should not be for sale, that players had to earn them through adventure at the risk of their PCs lives. After all, D&D is an adventure game, not a market simulation. 5e continues this tradition:

Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. (DMG p. 135)

If magic items would be for sale would depend how rare and unusual magic is. In a world where nearly every village has some hedge wizard or temple with some cleric able to cast spells, and larger towns or nobles have competent, higher level spell casters, magic is common enough that there should be some economy for it.

At least simple spell scrolls, or common items like healing potions would be available for sale. In areas where there is a higher concentration of people and spellcasters, like large cities, there likely even would be markets, and shops or auctions for magic items like for rare and expensive art in our world, and if not, you need to come up with rationales why this would not be so.

Magic Shops

In larger cities there should be shops that cater to spellcaster's needs, buying and selling components, alchemical substances, inks, spellbooks, laboratory equipment and the like. In case the shop is run by a resident mage, he might sell simple scrolls, magic potions or spell services for appropriate prices. For prices, see the GM Screen on Goods and Services

Occasionally, you may with the right connections, be able to buy a more powerful magic item, maybe for performing a special service for the owner.

Town Mages

PCs wizards can scribe simple scrolls with moderate effort, and so can NPC wizards. Even wizards of moderate stature can make money from creating and selling scolls. Likewise they can cast useful spells with no direct cost to them as a service and charge handsomely for it to finance their research (cost of components to be covered by the buyer).

NPC wizards ocassionally sell common, low level spell scolls (mostly to spells that the PCs already have, a great way to limit access to new spells while still maintaining a believable economy). Spells like Protection from Evil and Good, Magic Missile, Detect Magic, Shield, Mage Armor or spells that are utter crap for typical campaign play and won't do much for the PCs like Jump, False Life or Illusory Script

Scrolls

The larger the city and higher level the wizard, the more likely one can find higher level scolls or spell access (also detailed on Goods). Anything over third level will be rare, and only found in the largest metropolises or dedicated magical societies.

Allowing the PCs to copy a spell should cost just as much as a scroll -- both can get the spell into the PCs spellbook, and while you cannot cast it directly like the scroll copying does not run any risk of losing it without copying it successfully. 

There is really nothing that PC wizards like better than copying new spells from NPCs in town, and they gladly would let them copy back as that would not even cost them money. Every new town for the PCs, the first stop is the town mage to see if he has any spells to sell or copy. Why do other wizards not have the same compulsion ? Why are the town mages not eager to swap? Why are there no markets for spell exchange?

The real reason of course is that it would make it too easy for the players to get new spells. The in game reason can be that the town mage is wary of competition: 

Wizards compete with each other for prestige, for winning service business from wealthy patrons, and for successfully gutting dungeons for treasure and magic.

  • If I as a town mage equip another wizard with Alarm, Identify or Comprehend Languages, they may open a competing business costing me my lucrative trade. 
  • If I give them Remove Curse, or Stone to Flesh, I lose my leverage to extract whatever large amounts of money and magic items I demand from them for a service they cannot get anywhere else. (Adventurers likely picked bread-and-butter spells like Fireball and Counterspell, that are more useful in everyday adventuring.)
  • If I enable other wizards with divination and evasive spells like Clairvoyance, Wizard Eye and Dimension Door, they may use them to plunder my tower.

  • If I provide them with offensive spells like Fireball, they may use them to hurt me. 

  • If I am also an adventurer, or even as a resident mage want to venture out myself, we are directly competing. Anything I hand to them may be used against me.

In one game, the town mage allowed the players to copy Floating Disk, and then after he learned about a huge treasure trove they had come upon, watched with dismay as they used it to carry off most of the weighty coins they otherwise would have had to leave behind for him.

So, if anything, the town mage could making a counter 

NPC town wizards services should be unfairly expensive. The players have no alternative, and most likely do not have a good use for much of their gold anyways. It would not be uncommon for the wizard asking for magic potions or consumable items in exchange for a simple casting of a spell, on top of the gp cost. 
 

Temples

Likewise, simple healing potions can be fabricated by temples, to be given to the believers that are able to make an appropriate donation. 


Wizard Guilds and Libraries

Why are there no colleges, and libraries, where you can research spells? With a higher level of Magic, there could be. Access may be limited to members in good standing, and cost significant fees, as compiling, protecting and maintaining these troves of knowledge is both costly and in most places a monopoly. 

Guilds regulate the distribution of knowledge to secure their might. They have librarys full of spells accessible only to their members (and that can be used as the source for the "free" spells the PCs get to pick when gaining levels), who pay dues and have to follow guild law. To make these spells be generally available would undermine the guild's power, so the first law of most guilds is that spells may not be shared with outsiders. Countries and cities where guilds are established regulate all trade in magic, and typically block it.


Questions & Answers from a year of Role-Playing Games Stack Exchange

I spent a year of spare time asking and answering questions on Role Playing Games Stack Exchange.  You can filter for my most upvoted questi...