Buying/Selling/Trading Items

See our Spreadsheet of Magic Items.

## Buying/Selling Items

Almost all non-magical items from the official WOTC sourcebooks are freely purchasable with your gold. Please refer to Economy for information about earning said gold. If you need to look up the price of an item for reference, you can bring it up in avrae by using the !item command. Syntax is as follows: !item <item name>. Quotes around the item name are not necessary and the bot will attempt a best match, giving you a list of options if you do not type the name correctly. An example of an item lookup is !item studded leather. Item purchases are logged into **#player-economics** with the following syntax:

```
**Buying**
Rapier - 25gp

```

You may sell gear at *half price* by documenting the sale in **#player-economics**:

```
**Selling**
Rapier - 12.5gp

```

If you have any questions on how much something might cost, such as mundane items not listed in the Player’s Handbook, please ask in **#ask-a-dm** ***AFTER*** searching in **#ask-a-dm** and **#player-economics** to see if someone else has asked or purchased it in the past.

A type of item you will encounter during your stay in Raven's Mark are 'Homebrew' magic items. Homebrew magic items can be queried from avrae like normal items, but at the bottom of the result card you will see 'Item | **Raven's Mark Homebrew Items**'. These items **CANNOT** be sold for any gold unless a price is specified or the DM who gives you the item declares otherwise.

## Equipping Items

**One item per 'slot' may be worn at a time,** such as helms, gloves, and boots. For a full list of slots, visit the Magic Items document. Items a character could sensibly and logically wear more than one of, such as jewelry, may be stacked with similar or different items. Examples: multiple rings, a Spies' Murmur and Hat of Disguise at the same time, or multiple necklaces. When in doubt, please check with a DM in **#ask-a-dm**.

## Armor Materials

**Metal armor** can be made of special materials with various properties. ***The material cost must be paid when the armor is bought**.* Armor can be made of only a single material.

* **Adamantine**: Critical hits against the wearer instead count as normal hits.
* **Mithral**: The armour weighs half as much as its steel counterpart, and the armour does not impose disadvantage on stealth.
* **Druids and others who may not want or are unable to wear metal armors** may instead flavor their armor as being made of Darkwood, Carapace, Scales, etc. This "non-metal" material can also have the properties of adamantine or mithral, and you must pay the cost as normal.

## Material Components

Most of the material components for spells are freely purchasable. The exception to this rule is diamonds with a value of more than 500gp. When a diamond of that value is required, please refer to Resurrection for acquisition rules.

See also: Spellcasting Services

## Enchantments and Disenchanting

Magic items can only hold a single **enchantment** at one time. An enchantment is defined as the entirety of an item's magical description. For example, even though the *Sunforger* has multiple effects on it, it is still considered a single "Sunforger" enchantment - but you cannot *further* enchant it with a +X enchantment.

Non-magical properties of items, such as material properties, are *not* considered to be enchantments. For example, armor made of mithral is not considered enchanted and can be given a +X enchantment. Special homebrew loot may also come with non-magical properties, which will be specified by the DM.

You can **disenchant** any magic item at no cost. When you do, all magical properties are removed from the item, but non-magical and material properties remain. The resulting item becomes mundane, and can be freely re-enchanted. (Note that cursed items cannot be disenchanted)

### Available Enchantments

* All weapons and armor listed in the magic item purchase list are available as enchantments that you can place onto existing mundane weapons and armor. Normal item restrictions apply (e.g. you cannot enchant a rapier with *Sunforger*).
* The +1 weapon enchantment can be substituted for a +1d4 elemental damage enchantment. This damage type is Fire, Cold, Lightning, Thunder, or Acid (choose upon enchantment).
* The +2 weapon enchantment can be substituted for a +2d4 elemental damage enchantment, or a +1d4 elemental damage alongside a +1 bonus. This damage type is Fire, Cold, Lightning, Thunder, or Acid (choose upon enchantment). You can only choose one damage type.

## Other Items

* An item that permanently increases a character's ability score can only be used once (i.e. you cannot read multiple tomes to gain more than 22 Wisdom). Even though the tomes are not consumed when read, you **cannot** resell them for any amount nor gift them to another player.
* We have homebrewed Sending Stones. They can be bought as a connected pair for 100 gp or individually for 50 gp.  A new connection can be added to a pair of stones for 30gp (15gp each if the two contracts wish to split).

## Reversing Transactions

You have a 48 hour grace period to reverse any transaction logged in #player-economics, so long as the transaction has not been referenced in-character or used in content. If you revert a transaction, please make a new post for the reversal.