5e assumes pretty limited access to magical items. But if you’re playing a homebrew setting, high-level game, or just a high-magic setting like Sigil, you may want a thriving magical item economy that is just not supported by WotC materials.
Personally, I use Sane Magic Item Prices as a quick reference, but I find it falls short in a magical marketplace setting. Players will naturally want to know everything that’s available and how much it costs. They will spend a long time shopping and arguing about money, and I just don’t have the bandwidth to audit a pile of items and prices individually to make sure nothing is game-breaking.
I needed a good baseline that I could use for what players can expect when they stumble across a large marketplace with access to magical goods, and from there I can throw a few wondrous items as I please. First, I reviewed the low-impact magic items that I would expect to be commonly available or “made-to-order”, like scrolls and potions. Then I adapted some magical materials and items available in the 2nd edition In the Cage: A Guide to Sigil.
The result is, in my opinion, a suitably broad and fantastical-feeling list. It’s simplified as to not overwhelm DMs, Players, or break the game, but it also doesn’t feel milquetoast when you whip it out. Fiendflesh leather armour, or a glowing golden celestial focus are just objectively cooler than handing out +1 items.
- Crafting and Spell Components
- Spell Casting and Scrolls
- Potions and Draughts
- Magical Items and Artifacts
- Abyssal Blood Iron
- Baatorian Green Steel
- Astral Silver
- Planar Crystal
Magical Substances & Items
Magical markets have alchemical substances and magical reagents readily available. Characters can easily find spell components for spells up to level 7 for their listed prices.
Characters can find spell scrolls up to level 5, or casters willing to perform these spells. Higher level casts require a specific contact willing to help you, and higher level scrolls become hard to come by due to their prohibitive scribing requirements.
- Spell Scroll Level 0: 10 gp / 2 Hours
- Spell Scroll Level 1: 60 gp / 8 Hours
- Spell Scroll Level 2: 100 gp / 1 Day
- Spell Scroll Level 3: 200 gp / 2 Days
- Spell Scroll Level 4: 360 gp / 4 Days
- Spell Scroll Level 5: 640 gp / 6 Days
- Spell Scroll Level 6: 1280 gp / 8 Days
- Spell Scroll Level 7: 2560 gp / 12 Days
- Spell Scroll Level 8: 5120 gp / 16 Days
- Spell Scroll Level 9: 10240 gp / 30 Days
- Spell Slot Level 0: 6 gps
- Spell Slot Level 1: 40 gp
- Spell Slot Level 2: 80 gp
- Spell Slot Level 3: 140 gp
- Spell Slot Level 4: 235 gp
- Spell Slot Level 5: 450 gp
- Spell Slot Level 6: 900 gp
- Spell Slot Level 7: 2000 gp
- Spell Slot Level 8: 4500 gp
- Spell Slot Level 9: 12000 gp
All manner of healing potions are plentiful. Potions that provide other temporary beneficial effects are available for purchase, but Investigation is required to track down specific types. Potions and magical procedures granting permanent alterations to the subject’s physiology are only rumoured.
Minor magical items (Cantrip Effects, Glamour Items, +1 Weapons, etc.) are easy to come by. Specific, unique magic items are unlikely to be found, due to their cost and rarity. Artifacts are rarely for sale anywhere, as those that find them often choose to use them.
The Multiverse is home to substances rarer and more effective than prime material ores. These materials are crafted to create unique weapons, items and armour for adventurers. In a large magical marketplace, you can easily find traders and craftspeople specializing in each. These substances all have a faint, innate magical property.
Mined from the rich red ore that is found on the surface of the first layer of the Abyss, abyssal blood iron is used by Demons in the Blood War. Abyssal blood is a dark red ore, the color of fresh blood, and naturally develops spikes and spines over time.
Blood Iron Piercing and Slashing weapons are Viscous +1 Weapons, and are treated as magical for the purposes of overcoming damage resistances. The cost of a weapon is increased by 1000 GP.
Blood Iron armor is +1 Armor. Additionally, if a creature rolls a 1 on a melee attack against the wearer of the armor, they take 2d6 magical piercing damage from its natural spikes. The cost of armour is increased by 50% of the armour’s base cost and 1500 GP.
Blood Iron shields are +1 Shields. Push and shield bash actions deal 1d6 additional magical piercing damage on a success. The cost of a shield is 1250 GP.
Mined from the deepest pits of the Nine Hells, this mint-colored steel is a favored material for the Baatezu devils, due to its heavy consistency that is very similar to adamantine. All Green Steel equipment is 50% heavier than normal.
Green steel bludgeoning weapons are +1 Weapons that automatically critical hit on attacks against items, and are treated as magical for the purposes of overcoming damage resistances. The cost of a weapon is increased by 1000 GP.
All Green Steel armor confer disadvantage on stealth checks, and any strength requirements to use armors are increased by 2. However, Green Steel armor acts as +1 Armor and grants immunity to critical hits from non-magical weapon attacks. The cost of armour is increased by 50% of the armour’s base cost and 1500 GP.
Green Steel shields are +1 Shields. The cost of a shield is 1000 GP.
Devil crafters have learned an alchemical and supernatural process by which they can harvest the flesh of their conquered enemies to work into strong suits of armor, affording themselves increased protection against their opponent’s weapons.
Only armors that would otherwise be made out of leather or hide can be made from Fiendflesh. Fiendflesh armor is +1 Armor which reduces all incoming Poison, Fire, and Non-Magical Piercing, Slashing and Bludgeoning damage by 5. The cost of armour is increased by 50% of the armour’s base cost and 1250 GP.
A special glittering silver ore mined from the various astral islands that drift across the Astral sea, which is said to amplify the natural psionic abilities of its users.
Weapons created from astral silver are +1 Weapons which can affect incorporeal creatures or creatures on the ethereal plane normally, and are treated as magical for the purposes of overcoming damage resistances. The cost of a weapon is increased by 1000 GP.
Astral Silver armor is +1 Armor. Incorporeal creates cannot pass through Astral Silver and cannot move through or occupy your space, and gain attack or damage advantages due to being incorporeal when wearing Astral Silver Armor. The cost of armour is increased by 50% of the armour’s base cost and 1500 GP.
Astral Silver Shields are +1 Shields. The cost of a shield is 1000 GP.
Mined from the lower levels of Mount Celestia, Sun-Gold is too soft to forge weapons and armor, but the resident Dwarves craft object which radiate energy.
Sun Gold always acts as though it is under the effects of the Light spell. Divine focuses crafted by Sun-Gold are +1 Focuses but cannot be used by evil-aligned creatures. The cost of a focus is 2000 GP.
Sun-Gold Shields are +1 Shields. The cost of a shield is 1000 GP.
Powdered Sun-Gold, when mixed with water, produces Holy Water.
A living fragment of the tree of life Yggdrasil, items crafted from Ashwood resonate with powerful vital energy.
A weapon crafted from Ashwood are both a +1 Druidic Spell Focus and a +1 weapon of its type. Only bows, crossbows, staves and clubs can be created from Ashwood. The cost of any of these items are increased by 2500 GP.
These rare crystals are found scattered throughout the Outer Planes. The Crystals maintain some of the purity of the Plane from which they are mined and are magical in nature.
A raw crystal or any item constructed from the crystal can be attuned to, which grants advantage on Saves to resist any ambient psychic and harmful persistent environmental effects of it’s native plane, and resistance to any damage incurred from such sources. The cost of an item imbued with planar crystal is increased by 1000 GP.
Blades made from planar crystals are +1 Magical Weapons and deal an additional +1d8 Radiant, Psychic, Necrotic or Force damage, depending on the native plane. They cannot be wielded by creatures of an opposite alignment to the crystal’s home plane. The cost of a weapon is increased by 2500 GP.
Arcane spell focuses crafted from Planar Crystals are +1 Focuses. They cannot be wielded by creatures of an opposite alignment to the crystal’s home plane. The cost of a focus is 2000 GP.