Item Point Costs

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These are the general guidelines for all item creation.

- No item can have Haste, True Sight, Freedom of Movement, or Improved Evasion as permanent abilities.
- No item may grant the wearer to combat feats such as Called Shot or Knockdown.
- No item can have blanket immunity to a category of effects, ie; (death magic, mind spells, sneak attacks, etc).
- No item may have melee damage reduction or soak a slot that can be hotkeyed and shifted during combat. This basically limits it to shields, visible helms, and armor.


Point Caps:
(Level 7-14) Tier 1 to 3.5: 75 points
(Level 15+) Tier 4 and 4.5: 110 points
(Level 20+) Artifact Tier: 140 points
(Level 21+) Tier 5:
(Level 21+) Ascension: --

Ascension Tier 1: 165 points
Ascension Tier 2: 205 points
Ascension Tier 3: 250 points

- Items may be given a cost reduction for impacting flaws/curses/etc and special limitations (for instance, an item that gives bonus spell slots, but for which the bonus spell slots must be used for necromancy spells). Subject to Admin approval.
- Certain specific items, when following the rules literally, end up being excessively expensive. This may be discussed with an Admin.
- Properties not listed below are subject to Admin approval.



Attribute Score Bonus:
+1 - 10 points
+2 - 25 points
+3 - 35 points
+4 - 50 points
+5 - 60 (Ascension/Artifact)
+6 - 75 points


AC Bonus:
+1 - 5 points
+2 - 15 points
+3 - 30 Points
+4 - 50 points
+5 - 65 points (Ascension/Artifact)
+6 - 80 (Ascension 3)


Arcane Spell Failure Decreasement:
5% - 5 points
10% - 10 points
15% - 20 points
20% - 30 points
25% - 35 points
30% - 40 points
35% - 45 points
40% - 50 points
45% - 60 points
50% - 70 points
This property can only be put on armour and shields. In addition, the item can only negate its own penalty; not more.


Cast Spell (Spell Level)
0 - Non-Factor
1 - 5 points
2 - 10 points
3 - 20 points
4 - 25 points
5 - 35 points (Tier 4 and 4.5)
6 - 40 points
7 - 50 points
8 - 60 points (Ascension/Artifact)
9 - 70 points (Ascension 2)
This is per day. If an item has multiple uses of the same spell, you multiply it x the amount. However, if the item has different spells of the same level, you add 50% on the cost of second/third/etc use. This rule also applies to spell combinations if they are not of the same level and if they essentially represent a goodie bag. Flame Weapon + Elemental Shield would be an item that is not a goodie bag, while Flame Weapon + Improved Invisibility would be. Please keep in mind that these values are essentially averages. Some spells are worth more than the values listed for their level, while others are worth less. This also depends on how accessible the spell is in the module.
- For example - while Shadow Shield and Delayed Blast Fireball are both the same spell level, Shadow Shield is clearly superior and would be worth the full point cost, whereas Delayed Blast Fireball may not. Also, while Haste is quite useful, potions of Haste are readily found all across the module, so 20 points may be a bit steep for the spell.
When it comes to charges, 25 charges of a spell on an item is equal to 1/day. You can extrapolate from there. Do keep in mind that once an item is out of charge, it is destroyed. When in doubt about items that cast spells, especially when you are close to the point limit of your item, you should feel free to contact the admin.
When adding spells to an item that does not need to be equipped the activate the spell, costs are increased by 50%.

Extra Spell Slots: Spell Level 0 - 5 1 - 5 points 2 - 5 points 3 - 10 points 4 - 15 points 5 - 20 points 6 - 25 points 7 - 30 points 8 - 35 points (Tier 1) 9 - 40 points

Spell Resistance: 10 - 2 points 12 - 4 points 14 - 8 points 16 - 14 points 18 - 18 points 20 - 22 points 22 - 24 points (15+) 24 - 28 points 26 - 32 points 28 - 38 points (Tier 1) 30 - 44 points 32 - 52 points 34 - 60 points (Tier 2)


Damage Reduction: +1/5 - 6 +1/10 - 12 +1/15 - 18 +1/20 - 24

+2/5 - 15 +2/10 - 30 +2/15 - 45 +2/20 - 60

+3/5 - 18 +3/10 - 36 +3/15 - 54 +3/20 - 72

+4/5 - 30 (15+) +4/10 - 60 +4/15 - 90

+5/5 - 55 +5/10 - 85 (Tier 1)

+6/5 - 80 (Tier 2) +6/10 - 110 (Tier 3)

Damage Resistance: Physical damage resistance should be given out as Piercing, Slashing, or Bludgeoning only. One item should only have a maximum of 15 physical damage resistance (and only up to 10 versus one type of physical damage), or 30 total including the 15 physical damage resistance.

Elemental Damage Resistance 2 DR - 6 3 DR - 9 4 DR - 12 5 DR - 15 6 DR - 18 7 DR - 21 8 DR - 24 9 DR - 27 10 DR - 30 15 DR - 40 20 DR - 50 (15+) 25 DR - 60 30 DR - 70 (Tier 1)

Physical/Magical Damage Resistance (No Divine) 2 DR - 8 3 DR - 12 4 DR - 16 5 DR - 20 6 DR - 24 7 DR - 28 8 DR - 32 9 DR - 36 10 DR - 40 11 DR - 44 (Tier 1) 12 DR - 48 13 DR - 52 14 DR - 55 15 DR - 60 (Tier 2) 20 DR - 80 (Tier 3)


Darkvision - 5 points


Saving Throw Bonus: Universal +1 - 25 points +2 - 50 points +3 - 75 points (15+) +4 - 100 points +5 - 125 points (Tier 1) +6 - 150 points (Tier 2)

Saving Throw Bonuses versus Spells: +1: 18 +2: 36 +3: 54 +4 :72

Saving Throw Bonus: Reflex, Fortitude, Will +1: 7 points +2 - 13 points +3 - 25 points +4 - 33 points +5 - 41 points (15+) +6 - 50 points

Saving Throw Bonus: Death/Mind Affecting +1 - 7 points +2 - 14 points +3 - 21 points +4 - 28 points +5 - 35 points

Saving Throw Bonus: Acid/Cold/Electricity/Fire/Sonic/Fear +1 - 6 points +2 - 12 points +3 - 18 points +4 - 23 points +5 - 26 points +6 - 30 points

Saving Throw Bonus: Disease/Divine/Poison/Positive +1 - 5 +2 -10 +3 - 15 +4 - 20 +5 - 25

Saving Throw Bonuses versus Traps: +1 - 4 +2 - 6 +3 - 8 +4 - 10 +5 - 12


Immunity: Damage Type: Physical/Magical (No Divine) 5% - 7 10% - 15 25% - 30 50% - 60 (Tier 1)

Elemental 5% - 5 10% - 10 25% - 25 50% - 50

Immunity: Specific Spell: Spell level x5; limited to 1-4.

Immunity: Spells by Level 1st level - 5 2nd level - 15 3rd level - 30 4th level - 45 5th level - 65 (Tier 1) 6th level - 85 (Tier 2)

Regeneration 1 - 10 points 2 - 20 points 3 - 30 points 4 - 40 points 5 - 50 points 6 - 60 points

Skill Bonus (RP skills are half cost. No UMD) +1 - 5 points +2 - 10 points +3 - 15 points +4 - 20 points +5 - 25 points +6 - 30 points +7 - 35 points +8 - 40 points +9 - 45 points +10 - 50 points (15+) +11- 55 points (Tier 1) +12 - 60 points +13 - 65 points +14 - 70 points +15 - 75 points (Tier 2)

The total skill bonus of mechanical skill points an item can have may not be more than +20.


On Hit Properties: Apply a modifier of % multiplied by rounds duration. Highest percentage is 75%. E.g., 75%/1 round would be .75 * 1, or a modifier of .75.

On Hit Ability/Level Drain/Poison/Daze: DC 14 - 11 DC 16 - 13 DC 18 - 16 DC 20 - 19 DC 22 - 22 DC 24 - 25 (15+) DC 26 - 28

On Hit Blindness/Silence/Slow: DC 14 - 10 DC 16 - 13 DC 18 - 16 DC 20 - 19 DC 22 - 22 DC 24 - 25 (15+) DC 26 - 28 (Tier 1)

Confusion/Fear/Stun/Hold: DC 14 - 15 DC 16 - 20 DC 18 - 25 DC 20 - 35 DC 22 - 40 (15+) DC 24 - 45

Deafness/Disease DC 14 - 5 DC 16 - 6 DC 18 - 7 DC 20 - 8 DC 22 - 9 DC 24 - 10 DC 26 - 11

Dispelling DC 14 - 24 DC 16 - 32 DC 18 - 40 (15+) DC 20 - 55 (Tier 1)

Mighty: 2 points per +1

Additional Damage: 1d4 - 15 points 1d6 - 25 points 1d8 - 40 points 1d10 - 55 points 1 - 8 points 2 - 12 points 3 - 18 points 4 - 30 points 5 - 50 points 6 - 65 points

Additional damage from multiple dice can be expressed by the following formula (there are tables to follow which clearly state pricing, and then a ratio of cost to damage).

C= Cost of damage D= Amount of die T= Tax per die. Either 15, 25 or 35 depending on bracket.

C*D + D(T-1)

2-6 Tax: 15 1d4+1d4 - 35 1d4+1d6 - 45

6.01 - 10 Tax: 25 1d4+1d8 - 90 1d4+1d10 - 95 1d4+1d4+1d4 - 80 1d4+1d4+1d6 - 90 1d4+1d4+1d8 - 110 1d4+1d6+1d6 - 110 1d6+1d6 - 65 1d6+1d8 - 95 1d6+1d10 - 105 1d8+1d8 - 105 1d8 + 1d10 - 125

10+ Tax: 35 1d4 + 1d6 + 1d8 - 150 1d4 + 1d6 + 1d10 - 160 1d4 + 1d8 + 1d8 - 180 1d4 + 1d8 + 1d10 - 190 1d4 + 1d10 + 1d10 - 200 1d6 + 1d6 + 1d6 - 135 1d6 + 1d6 + 1d8 - 160 1d6 + 1d6 + 1d10 - 170 1d6 + 1d8 + 1d8 - 190 1d6 + 1d8 + 1d10 - 200 1d6 + 1d10 + 1d10 - 210 1d8 + 1d8 + 1d8 - 220 1d8 + 1d8 + 1d10 - 230 1d8 +1d10 + 1d10 - 240 1d10 + 1d10 - 155 1d10 + 1d10 + 1d10 - 250

Multipliers for damage type Piercing, Slashing, Bludgeoning, Sonic, Negative= 1 Fire, Acid, Cold, Electricity = 0.9 Divine, Magical, Positive= 1.1

Vampiric Regeneration: 1 - 1 point 2 - 2 points 3 - 4 points 4 - 6 points 5 - 10 points (15+) 6 - 14 points 7 - 18 points (Tier 1) 8 - 22 points

Massive Criticals: 1d4 - 2 1d6 - 4 1d8 - 6 1d10 - 8 1d12 - 10 2d6 - 12 2d8 - 14 2d10 - 16

Extra Melee Damage Type: Slashing - 15 Piercing - 15 Bludgeoning - 20

Enhancement Bonus: +1 - 5 points +2 - 15 points +3 - 30 points +4 - 50 points (15+) +5 - 65 points (Tier 1) +6 - 85 points (Tier 3)

Attack Bonus +1 - 0 points +2 - 5 points +3 - 15 points +4 - 30 points +5 - 45 points (Tier 1) +6 - 60 points (Tier 2)

Keen - 20 points

Sequencers: Lower price may be negotiated in terms of restrictions with admin approval.

1 spell: 80 2 spells: 160

Lower prices may be negotiated in terms of restrictions with admin approval. Sequencers that are placed on a slotless item (meaning, an item that does not need to be equipped), cost 50% more. Combat Feats: Blind Fight - 15 Knockdown - 15 > Improved Knockdown - 30 total Called Shot - 15 Ambidexterity - 10 Improved Two-Weapon Fighting - 30 Dodge - 10 Mobility - 10 > Spring Attack - 20 total Whirlwind Attack - 15 Cleave - 10 > Great Cleave - 20 total Power Attack- 10 > Improved Power Attack - 20 total Zen Archery - 15 Extra Stunning Attacks - 10 Rapid Reload - 10 Point Blank Shot - 10 Rapid Shot - 15 Evasion - 65

Magic Feats: Silent Spell - 15 Still Spell - 15 Extend Spell - 20 Quicken Spell - 15 Empower Spell - 20 Maximize Spell - 20 Spell Focus (Any) - 15 Greater Spell Focus (Any) - 25 Spell Penetration - 10 Greater Spell Penetration - 30 Extra Turning - 35 Arcane Defense Divination - 10 Arcane Defense Everything Else: 15 . Be advised that Arcane Defense does not stack with the +20 saving throw limit!

Other Feats: Keen Senses - 30

Bonuses versus Alignment/Race/Damage Type


If you want to calculate how much an armor class/attack bonus/enchantment bonus/damage bonus against a specific race/alignment or such costs, you apply the following modifiers. It should be noted that if an item also has a value that applies versus everything, the modifier only applies over the difference between the main value and versus value.

Ab/AC/Enhancement bonuses that apply against an alignment group/race/damage type (for AC) have their level restriction lowered by 1. So a weapon with +5 versus humans would be a level 15+ item, not a level 21+ item.

Versus Alignment Group(Good, Chaos, Law, Evil) - 0.6 Versus Alignment Group (Neutral) - 0.75 Versus Specific Alignment - 0.25 Versus Damage Type (AC only) - 0.4

Versus Race: Outsider - 0.6 Undead - 0.5 Human - 0.4 Aberration, Elemental, Elf, Dwarf, Halfling, Gnome - 0.25 Orc, Dragon, Goblinoid, Monstrous Humanoid, Magical Beast, Reptilian, Construct - 0.20 Shapechanger, Fey, Ooze - 0.15 Animal, Vermin - 0.10

If a single item has multiple bonuses versus race; the most expensive race keeps its modifier but other races have their modified halved. So a property against both Outsiders and Undead would have a modifier of 0.6+0.25=0.85.

Example item: +4 Enchantment Sword, with +5 versus Undead. +4 Enchantment = 50 points +5 Enchantment versus Undead = (75-50) x 0.5 = 12.5 Total= 62.5