Magic items: gamechanging items

Magic Item Pricing and availability

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> *Gamechanging items significantly impact either the gameworld as a whole or the sort of things that are capable of challenging their holders. I don't really see either of these as a problem, but they may not fit with some campaigns or some settings, so the DM should take a careful look at the items on this list and decide whether or not they are allowed.*
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> **-Saidoro**
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### Why Items are on this List

* The +X armors and shields, dwarven plate, defender, staff of power and robe of the archmagi all allow the user to boost their AC out of the range of bounded accuracy. Enough AC and a character becomes functionally immune to low level checks on their ability to run rampant, like the town guard or small armies. This sort of thing is possible using items not on this list, but it requires significantly more investment in terms of the player's attunement slots. Characters eventually growing up to the point where they don't care about low level NPCs isn't a bad thing, but it doesn't fit all campaigns.
* The armor of invulnerability is on this list for about the same reason.
* All items that grant either flying or a flying mount are on the list for a similar reason, though they obsolete enemies without flying or a strong ranged attack rather than low level nonmagical enemies.
* The Cloak of invisibility likewise obsoletes enemies that can't see invisible things.
* The Helm of Teleportation, Amulet of Planes and Cubic Gate are here because they essentially obsolete any quest involving travel times, and in the later cases many quests involving things being on another plane. Additionally, they give an almost absurdly strong panic button to the holder.
* Sending Stones and the Crystal ball are here because of their impact on the world, both massively change the rate of travel of information, and the latter doubles as an extremely potent knowledge gathering tool in PC hands, which bears looking into for that reason alone.
* The Alchemy Jug, Decanter of Endless Water, Sphere of Annihilation and Ring of Telekinesis are here for their massive effect on the economy. All three can potentially make a profit that dwarfs their listed price if used in a clever enough manner over a long timespan.
* The Potion of Longevity are here for medical reasons which should be fairly clear.
* Daern's Instant Fortress potentially has a huge impact on grand military strategy.

## Items That Won't Be Priced

This mundane magic that Saidoro has produced is offered here for DM/GMs in the Primal Campaign, and work primarily for weave-based items. There are still going to be plenty of those items out there and they will be plenty deadly whether they are in the hands of the PCs or NPCs.

Still, there are some thing that defy pricing, and Saidoro lays those out, too. Here is that final list, and why neither he didn't bother to price these items. Based on a few other perspectives, though, we'll throw a suggestion out there for some of them, just in case.

* Candle of Invocation: Because we've learned a thing or two from 3.5
* Deck of Many Things: Because lolrandom
* Efreeti Bottle: Because Wishes
* Iron flask: Because wishes
* Ring of Three Wishes: Because Wishes
* Luck Blade: Because Wishes
* Well of Many Worlds: Because if the GM wants you to have a TARDIS you'll have one and if they don't you won't.
* Wand of Wonder: Because lolrandom
* Ring of Djinni Summoning: It's pretty much everything from the gamechanging list in a single item. I can't see anyone selling these.
* Bag of Tricks: Creating permanent living creatures does absolutley silly things to the economy.
* Tome of the Stilled Tongue: No wizard would ever sell this... unless he's got high confidence it's going to be used against a rival wizard. For instance, the *War Wizards* of Cormyr might produce it to be used against combat mages from Sembia. In that case, it might go for about 10,000 gp.
* Manuals and tomes +2: If these come up, the GM is probably giving them to the whole party as a "level up" type thing. *Otherwise, consider around 40,000 gp in Weave-based areas*.
* Belt of giant Strength: breaks bounded accuracy. *Otherwise... consider Str 21/23/25/27/29 belts at 20,000/30,000/50,000/80,000/120,000 gp respectively*.
* Potion of Giant Strength: breaks bounded accuracy. *Otherwise, consider Str 21/23/25/27/29 potions at 1,000/1,500/2,500/4,000/6,000 gp respectively*.
* Rod of Resurrection: Plot device. *Otherwise, 120,000 gp*.
* Helm of Brilliance: Lolrandom
* Bag of Beans: Lolrandom (Seriously, it summons mummy lords with treasure filled crypts)
* Staff of the Magi: Too much power
	+ *Note: Staff of the Magi is somewhat obsolete at high levels in primal spheres, but those worlds really aren't going to meet in a situation where the SotM is going to be a "sale item." If one were selling one as a charged artifact after killing the holder of the device, 135,000 gp might be an appropriate starting bid*.
* Manual of Golems: This is a blueprint, not an item. Use whatever rules go into pricing blueprints for your campaign and adjust the golem crafting prices as needed. 10% of materials cost has been suggested as a starting price for the blueprints.
* Cursed items