TEXT: MAGIC ITEM RESEARCH 
  The magic item research rules of ACKS make it possible, in theory, to calculate the price of every magic item. However, the rules do 
  not actually provide those prices, and doing so is certainly a laborious task, made all the more laborious by the fact that some of the 
  effects of the items do not map onto existing spells in either ACKS or the Player's Companion.  
  This article hopes to provide guidance to the Judge as to how much various magic items are worth, along with an explanation as to 
  how each item's value was calculated.  
  In order to do this, the article provides an extensive set of new spell effects and modifiers, intended for us with the custom spell 
  creation system, as well as some new custom spells that are implied by the existing items.  A few items have powers that do not map 
  to effects in the spell creation system at all; for these, we have offered estimates based on benchmarks from existing spells that are 
  somewhat similar.  
  We have also used the opportunity provided by this article to clarify the duration of potions, the limits on the effects that can be 
  made into potions, and the limits of the effects that can be made into protection scrolls. 
  SCROLLS 
  Scrolls 
  GP Cost 
  Time 
  Spell Level 
  Spells Used 
  Ward against Elementals 
  500gp 
  1 week 
  1 
  ward versus elementals (custom spell 4 points) , 1 charge 
  Ward against Lycanthropes 
  500gp 
  1 week 
  1 
  ward versus lycanthropes (custom spell 6 points), 1 charge 
  Ward against Magic 
  3,000gp 
  6 weeks 
  6 
  anti-magic shell, 1 charge 
  Ward against Undead 
  500gp 
  1 week 
  1 
  ward versus undead (custom spell 6 points), 1 charge 
   
  Notes:  
   
  A scroll of warding is a special type of spell scroll that can be used by any character who can read it. For a scroll to qualify as a scroll of 
  warding, it must have include only one spell, and that spell must have as its sole effect a ward effect from the Protection type. A scroll of 
  warding cannot be used to learn the spell it contains. Scrolls of warding are otherwise created like normal spell scrolls. 
   
  Protection spells can have a duration of 2 turns (as in ward versus elementals) at a cost factor of x1.1. 
   
  Custom Spells: 
   
  Ward Versus Elementals: Ward versus elementals (3), target 1 creature (x1), protection in 10’ radius around target (x1.75),range self 
  (x.75), duration 2 turns (x1.1), beneficial effect (x1), arcane (x1), total cost 4 
   
  Ward Versus Lycanthropes: Ward versus lycanthropes (3), target 1 creature (x1), protection in 10’ radius around target (x1.75),range self 
  (x.75), duration 6 turns (x1.33), beneficial effect (x1), arcane (x1), total cost 6 
   
  Ward Versus Undead: Ward versus undead (3), target 1 creature (x1), protection in 10’ radius around target (x1.75),range self (x.75), 
  duration 6 turns (x1.33), beneficial effect (x1), arcane (x1), total cost 6 
  
  POTIONS 
  Potions 
  GP Cost 
  Time 
  Spell Level 
  Spells Used 
  Animal Control 
  2,500gp 
  5 weeks 
  5 
  control animals, 1 charge 
  Clairaudience 
  1,500gp 
  3 weeks 
  3 
  clairaudience, 1 charge 
  Clairvoyance 
  1,500gp 
  3 weeks 
  3 
  clairvoyance, 1 charge  
  Climbing 
  500gp 
  1 weeks 
  1 
  spider climb, 1 charge  
  Diminution 
  1,500gp 
  3 weeks 
  3 
  diminution, 1 charge  
  Dragon Control 
  1,000gp 
  2 weeks 
  2 
  control dragon  (custom spell 11 points), 1 charge 
  ESP 
  1,000gp 
  2 weeks 
  2 
  ESP, 1 charge 
  Extra-Healing 
  2,000gp 
  4 weeks 
  4 
  cure serious wounds, 1 charge 
  Fire Resistance 
  1,000gp 
  2 weeks 
  2 
  fire resistance, 1 charge 
  Flying 
  1,500gp 
  3 weeks 
  3 
  fly, 1 charge 
  Gaseous Form 
  1,500gp 
  3 weeks 
  3 
  gaseous form, 1 charge 
  Giant Control 
  1,000gp 
  2 weeks 
  2 
  control giants (custom spell 11 points) , 1 charge 
  Giant Strength 
  2,000gp 
  4 weeks 
  4 
  giant strength, 1 charge 
  Growth 
  1,500gp 
  3 weeks 
  3 
  growth, 1 charge  
  Healing 
  500gp 
  1 weeks 
  1 
  cure light wounds, 1 charge 
  Heroism 
  1,500gp 
  3 weeks 
  3 
  heroism (level 3 spell) , 1 charge 
  Human Control 
  1,500gp 
  3 weeks 
  3 
  control humans (custom spell 29 points), 1 charge 
  Invisibility 
  1,000gp 
  2 weeks 
  2 
  invisibility, 1 charge  
  Invulnerability 
  1,000gp 
  2 weeks 
  2 
  shimmer, 1 charge 
  Levitation 
  1,000gp 
  2 weeks 
  2 
  levitation, 1 charge 
  Longevity 
  3,000gp 
  6 weeks 
  6 
  longevity ritual, 1 charge 
  Oil of Sharpness 
  500gp 
  1 weeks 
  1 
  sharpness, 1 charge  
  Oil of Slipperiness 
  500gp 
  1 weeks 
  1 
  slipperiness, 1 charge 
  Philter of Love 
  1,000gp 
  2 weeks 
  2 
  love (custom spell 16.5 points), 1 charge 
  Plant Control 
  3,000gp 
  6 weeks 
  6 
  control plants, 1 charge  
  Poison 
  2,000gp 
  4 weeks 
  4 
  neutralize poison, 1 charge  
  Polymorph 
  3,000gp 
  6 weeks 
  6 
  dynamic polymorph self  (custom spell 60 points) 
  Speed 
  1,500gp 
  3 weeks 
  3 
  haste, 1 charge  
  Super-Heroism 
  2,500gp 
  5 weeks 
  5 
  super heroism  (level 5), 1 charge 
  Stone to Flesh 
  3,000gp 
  6 weeks 
  6 
  stone to flesh, 1 charge  
  Treasure Finding 
  2,000gp 
  4 weeks 
  4 
  find treasure, 1 charge 
  Undead Control 
  2,500gp 
  5 weeks 
  5 
  control undead, 1 charge 
  Water Breathing 
  1,500gp 
  3 weeks 
  3 
  water breathing, 1 charge 
   
  Notes:  
   
  By default, potions last for 1d6+6 turns or the duration of the underlying spell, whichever is less.  
   
  If the spell’s duration is indefinite, then the potion’s effects are permanent until dispelled. Such potions are normally known as philters 
  (e.g. philter of love). 
   
  If the spell’s duration is instantaneous, its effects are also permanent. However, the target of an instantaneous potion is always the 
  character who drinks the potion. A potion cannot imbue a character with the ability to cast an instantaneous spell on another creature or 
  area. A potion of healing healers the imbiber; it doesn’t let the imbiber cast cure light wounds. A hypothetical potion of fireball would 
  causes the imbiber to suffer the effects of a fireball, not grant the ability to cast one.  
   
  Custom Spells: 
   
  Control Dragon: Charm target (30), target 1 creature of any HD (x1.1), only target dragons (x0.5), range 60’ (x1), duration until saving 
  throw succeeds (x1.33), saving throw avoids effect (x0.5), arcane (x1), total cost 11 
   
  Control Giant: Charm target (30), target 1 creature of any HD (x1.1), only target giants (x0.5), range 60’ (x1), duration until saving throw 
  succeeds (x1.33), saving throw avoids effect (x0.5), arcane (x1), total cost 11 
   
  Control Humans: Charm target (30), target 2d8 HD worth of creatures of any HD (x3), only target living creatures (x0.75), range 60’ (x1), 
  duration until saving throw succeeds (x1.33), saving throw avoids effect (x0.5), arcane (x1), total cost 29 
   
  Love: Charm target (30), target 1 creature of up to 4+1 HD (x1.1), only target humanoids (x0.5), range 60’ (x1), duration indefinite (x2.2), 
  saving throw avoids effect (x0.5), arcane (x1), total cost 16.5 
   
  Dynamic Polymorph Self: Transform to living creature’s physical form (35), gain form’s physical characteristics (10), and gain form’s 
  physical attacks (10) (55 total), dynamically change form during spell’s duration (x1.5), HD limited to caster level and 2 x target’s level 
  (x0.75), target 1 living corporeal creature (x1), range self (x0.5), duration 6 turns + 1 turn per level (x1.5), cancel spell at will (x1.3), 
  beneficial effect (x1), arcane (x1), total cost 60 
   
  
   
   
  RINGS 
  Rings 
  GP Cost 
  Time 
  Spell Level 
  Spells Used 
  Animal Command 
  100,000gp 
  400 days 
  4 
  command animals, permanent 
  Command Human 
  75,000gp 
  300 days 
  3 
  command person, permanent 
  Command Plant 
  100,000gp 
  400 days 
  4 
  command plants, permanent 
  Djinni Calling 
  18,000gp 
  180 days 
  6 
  summon djinni, once per week 
  Fire Resistance 
  50,000gp 
  200 days 
  2 
  fire resistance, permanent 
  Invisibility 
  33,000gp 
  160 days 
  2 
  invisibility , once per turn 
  Protection +1 
  25,000gp 
  100 days 
  1 
  protection +1 (custom spell 8 points), permanent 
  Protection +2 
  50,000gp 
  200 days 
  2 
  protection +2 (custom spell 15 points), permanent 
  Protection +3 
  75,000gp 
  300 days 
  3 
  protection +3 (custom spell 30 points), permanent 
  Protection +3, 5' Radius 
  100,000gp 
  400 days 
  4 
  protection  +3, 5’ radius (custom spell 34 points), permanent 
  Regeneration 
  150,000gp 
  600 days 
  6 
  trollblood, permanent 
  Spell Storing 
  100,000gp 
  400 days 
  4 
  spell storing, permanent 
  Spell Turning 
  42,000gp 
  588 days 
  7 
  spell turning, 12 charges 
  Telekinesis 
  125,000gp 
  500 days 
  5 
  telekinesis, permanent  
  Water Walking 
  75,000gp 
  300 days 
  3 
  water walking  
  Wishes 
  13,500gp 
  189 days 
  9 
  wish , 3 charges 
  X-Ray Vision 
  82,500gp 
  400 days 
  5 
  x-ray vision, once per turn 
   
  Custom Spells: 
   
  Protection +1: +1 bonus to armor class (5), +1 bonus to saving throws (5),  target 1 creature (x1), range self (x.75), duration 1 turns (x1), 
  beneficial effect (x1), arcane (x1), total cost 7.5 
   
  Protection +2: +2 bonus to armor class (10), +2 bonus to saving throws (10),  target 1 creature (x1), range self (x.75), duration 1 turns 
  (x1), beneficial effect (x1), arcane (x1), total cost 15 
   
  Protection +3: +2 bonus to armor class (20), +1 bonus to saving throws (20),  target 1 creature (x1), range self (x.75), duration 1 turns 
  (x1), beneficial effect (x1), arcane (x1), total cost 30 
   
  Protection +3, 5’ Radius: +3 bonus to armor class (20), +3 bonus to saving throws in 5’ radius (20 x 1.25),  target 1 creature (x1), range self 
  (x.75), duration 1 turns (x1), beneficial effect (x1), arcane (x1), total cost 34 
  
   
  RODS, STAVES, AND WANDS 
  Rods, Staves, and Wands 
  GP Cost 
  Time 
  Spell Level 
  Spells Used 
  Rod of Cancellation 
  3,500gp 
  49 days 
  7 
  cancellation, 1 charge 
  Rod of Resurrection 
  70,000gp 
  980 days 
  7 
  resurrection ritual, 5 charges 
  Staff of Commanding 
  75,000gp 
  300 days 
  7.5 
  animal command, human command, plant command, 20 charges 
  Staff of Healing 
  22,500gp 
  90 days 
  1 
  cure light wounds, once per day per creature 
  Staff of Power  
  130,000gp 
  503 days 
  12.5 
  cone of cold, telekinesis, fireball, lightning bolt, continual light, 20 
  charges, on staff +1 
  Staff of Striking  
  25,000gp 
  83 days 
  2 
  lesser striking (custom spell 14 points), 20 charges, on staff +1 
  Staff of Withering  
  125,000gp 
  483 days 
  12 
  decrepitude ritual, lesser withering (custom spell 30 points), lesser 
  striking (custom spell 14 points), 20 charges, on staff +1 
  Staff of Wizardry 
  280,000gp 
  1,103 days 
  27.5 
  control weather, passwall, conjure elemental, cone of paralysis, cone 
  of cold, telekinesis, fireball, fly, lightning bolt, continual light, lesser 
  striking, invisibility, web, 20 charges, on staff +1 
  Staff of the Serpent 
  105,000gp 
  403 days 
  2 
  transform staff to snake (custom spell 19 points), on staff +1 
  Wand of Cold 
  50,000gp 
  200 days 
  5 
  cone of cold, 20 charges  
  Wand of Detecting Enemies 
  10,000gp 
  40 days 
  1 
  detect evil, 20 charges 
  Wand of Detecting Magic 
  10,000gp 
  40 days 
  1 
  detect magic, 20 charges 
  Wand of Detecting Metals 
  30,000gp 
  120 days 
  3 
  detect metal (custom spell 30 points), 20 charges  
  Wand of Det. Secret Doors 
  20,000gp 
  80 days 
  2 
  detect secret doors, 20 charges 
  Wand of Detecting Traps 
  20,000gp 
  80 days 
  2 
  find traps, 20 charges 
  Wand of Device Negation 
  60,000gp 
  240 days 
  6 
  negation (custom spell 58 points), 20 charges 
  Wand of Fear 
  40,000gp 
  160 days 
  4 
  fear, 20 charges 
  Wand of Fire Balls 
  30,000gp 
  120 days 
  3 
  fireball, 20 charges 
  Wand of Illusion 
  20,000gp 
  80 days 
  2 
  phantasmal force, 20 charges 
  Wand of Lightning Bolts 
  30,000gp 
  120 days 
  3 
  lightning bolt, 20 charges 
  Wand of Magic Missiles 
  10,000gp 
  40 days 
  1 
  magic missile, 20 charges 
  Wand of Paralyzation 
  50,000gp 
  200 days 
  5 
  cone of paralysis, 20 charges 
   
  Notes:  
   
  A magic item with a permanent effect that can be used 1/day per character (e.g. staff of healing) has a base cost of 500gp x spell level x 
  45 and a research time of 90 days x spell level. 
   
  If a rod, staff, or wand contains only touch-range spells, the item can be crafted to simultaneously unleashed one, some, or all of the 
  spells on a successful attack throw. Each spell unleashed costs 1 charge. The wielder must decide how many charges are expended before 
  the attack throw is rolled. This is how a staff of withering is crafted. 
   
  It costs an average of 4 charges to cast resurrection using a rod of resurrection. Therefore the rod’s cost has been calculated as if it had 5 
  charges rather than the usual 20 charges. 
   
  Detection spells can detect metal in range (as in detect metal) at a base cost of 15. 
   
  Protection spells can negate a wand, staff or rod (as in negation) at a base cost of 11. 
   
  Protection spells can have a duration of 1 round (as in negation) at a cost factor of x0.66. 
   
  Protection spells can have a range of line of sight (as in negation) at a cost factor of x2.  
   
  Transmogrification spells can increase damage of a weapon (as in lesser striking) by 1d6 points at a base cost of 30.  
   
  Transmogrification spells can have a duration of 1 round (as in lesser striking) at a cost factor of x0.4. 
   
  Transmogrification spells can have a target of 1 weapon (as in lesser striking) at a cost factor of x1.0. A target modifier of x0.75 applies if 
  the weapon must be of a particular type (as in transform staff to snake). 
   
  Custom Spells: 
   
  Lesser Striking: Increase damage of a weapon by 1d6 points (30), target 1 weapon (x1), range 30’ (x0.9), duration 1 round (x0.4), 
  beneficial effect (x1), divine (x1.25), total cost 14 
   
  Lesser Withering: Target withered (60), target 1 creature (x1), attack throw required to target spell (x1), range touch (x1), duration 
  instantaneous (x1), saving throw avoids spell effect (x0.5), divine (x1), total cost 30 
   
  Transform Staff to Snake: Transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical 
  attacks (10), and gain form’s special abilities (20) (75 total), mental characteristics replaced by new form’s (x0.2), form limited to 
  particular type of creature (x0.75), target 1 weapon (x1), target weapon must be a particular type (x0.66), range 0’ (x0.6), duration 
  indefinite (x3.5), beneficial effect (x1), divine (x1.25), total cost 19 
   
  Detect Metal:  Detect metal in range (15), all areas/creatures/objects within range (x1), range 60’ (x1), duration 6 turns (x2), no saving 
  throw (x1), divine (x1), total cost 30 
   
  Negation: Negate effects of wand, staff, or rod (11), target 1 creature (x1), range line of sight (x2), duration 1 round (x0.66), no saving 
  throw permitted (x4), arcane (x1), total cost 58 
   
  
   
  SWORDS 
  Swords 
  GP Cost 
  Time (Weeks) 
  Spell Level 
  Spells Used 
  Sword +1 
  $5,000 
  1 month 
  n/a 
   
  Sword +1, +2 versus lycanthropes 
  $10,000 
  1.5 months 
  n/a 
   
  Sword +1, +2 versus spell casters 
  $10,000 
  1.5 months 
  n/a 
   
  Sword +1, +3 versus undead 
  $20,000 
  2 months 
  n/a 
   
  Sword +1, +3 versus dragons 
  $20,000 
  2 months 
  n/a 
   
  Sword +1, +3 versus regenerating  
  $20,000 
  2 months 
  n/a 
   
  Sword +1, +3 versus summoned 
  $20,000 
  2 months 
  n/a 
   
  Sword +1, light 30’ radius 
  $30,000 
  130 days 
  n/a 
  light, permanent 
  Sword +1, Flame Tongue 
  $45,000 
  190 days 
  1 
  sword +1, $5000/1 month; +2 $5000/1 month; +3 $10,000/1 
  month; fire effect is level 1, at will, permanent (500x50, 100 days) 
  Sword +1, Life Drinker 
  $41,000 
  174 days 
  9 
  energy drain, 8 charges 
  Sword +1, locate objects 
  $20,000 
  70 days 
  3 
  locate objects as spell, once per day, 120' 
  Sword +1, Luck Blade 
  $52,500 
  220 days 
   
  plus 1 on saves, 1d4+1 wishes; assume 5 wishes; +1 on saves is 1st 
  level effect 
  Sword +2 
  $15,000 
  2 months 
  n/a 
   
  Sword +2, charm person 
  $19,000 
  95 days 
  1 
  charm person, thrice per week 
  Sword +3 
  $35,000 
  3 months 
  n/a 
   
  Sword +3, Frost Brand 
  $145,000 
  315 days 
   
  35,000gp + 3 months for +3; plus (30000+40000+50000)/2 for the 
  specialized +6; plus 50,000 and 200 days for fire resistance 
  Sword +3, Vorpal 
  160,000gp 
  590 days 
  5 
  vorpality (custom spell 50 points), permanent, on sword +3 
   
  Notes:  
   
  A magic item with a permanent effect that can be used 3/week has a base cost of 500gp x spell level x 8 and a research time of 35 days x 
  spell level. 
   
  Transmogrification spells can imbue a weapon with vorpal sharpness at a cost of 80.  
   
  Custom Spells: 
   
  Vorpality: imbue weapon with vorpal sharpness (80), target 1 weapon (x1), range 30’ (x0.9), duration 1 turn (x0.7), beneficial effect (x1), 
  arcane (x1), cost 50 
   
  ARMOR AND SHIELDS 
  Armor and Shields 
  GP Cost 
  Time (Weeks) 
  Spell Level 
  Spells Used 
  Armor +1 
  $5,000 
  6 months 
  n/a 
  n/a 
  Armor +2 
  $15,000 
  7 months 
  n/a 
  n/a 
  Armor +3 
  $35,000 
  8 months 
  n/a 
  n/a 
  Shield +1 
  $5,000 
  1 month 
  n/a 
  n/a 
  Shield +2 
  $15,000 
  2 months 
  n/a 
  n/a 
  Shield +3 
  $35,000 
  3 months 
  n/a 
  n/a 
   
   
  
   
  MISCELLANEOUS WEAPONS 
  Miscellaneous Weapons 
  GP Cost 
  Time 
  Spell Level 
  Spells Used 
  Arrows +1, 20  
  5,000gp 
  1 month 
  n/a 
  n/a 
  Arrows +2 ,20 
  15,000gp 
  2 months 
  n/a 
  n/a 
  Arrows +3, 20 
  35,000gp 
  3 months 
  n/a 
  n/a 
  Arrow +3, Slaying Arrow 
  3,250gp 
  25.5 days 
  3 
  slay creature (custom spell 26 points), 1 charge 
  Axe +1, Battle 
  5,000gp 
  21 days 
  n/a 
  n/a 
  Axe +2, Battle 
  10,000gp 
  42 days 
  n/a 
  n/a 
  Bow +1, Composite 
  5,000gp 
  4 months 
  n/a 
  n/a 
  Crossbow Bolts +1, 20 
  5,000gp 
  1 month 
  n/a 
  n/a 
  Crossbow Bolts +1, 20 
  5,000gp 
  1 month 
  n/a 
  n/a 
  Crossbow Bolts +2, 20 
  15,000gp 
  2 months 
  n/a 
  n/a 
  Crossbow Bolts +3, 20 
  35,000gp 
  3 months 
  n/a 
  n/a 
  Dagger +1 
  5,000gp 
  9 days 
  n/a 
  n/a 
  Dagger +2, +3 versus beastmen 
  25,000gp 
  22.5 days 
  n/a 
  n/a 
  Sling +1 
  5,000gp 
  6 days 
  n/a 
  n/a 
  Spear +1 
  5,000gp 
  6 days 
  n/a 
  n/a 
  Spear +2 
  15,000gp 
  12 days 
  n/a 
  n/a 
  Spear +3 
  35,000gp 
  18 days 
  n/a 
  n/a 
  War Hammer +1 
  5,000gp 
  15 days 
  n/a 
  n/a 
  War Hammer +2 
  15,000gp 
  30 days 
  n/a 
  n/a 
  War Hammer +2, Dwarven Thrower 
  160,000gp 
  590 days 
  5 
  greater throwing (custom spell 40 points) (giant humanoids only), 
  throwing (custom spell 20 points), hurling hammer (custom spell 
  8 points), permanent, on warhammer +3  
   
  Notes:  
   
  Death spells that require an attack throw to hit target have a cost factor of x0.75. In the Player’s Companion, the cost factor is incorrectly 
  listed as x0.35. (All death spells in ACKS or the Player’s Companion are built at the correctly cost.)  
   
  Transmogrification spells can increase damage of a weapon (as in greater throwing) by 2d6 points at a base cost of 60.  
   
  Transmogrifications spells can grant a weapon the characteristics of a boomerang that can be hurled with a 60’ range and unerringly 
  returns to the hand after being thrown (as in hurling hammer), at a cost of 30. 
   
  Transmogrification spells can have a target of 1 weapon at a cost factor of x1.0. A target modifier of x0.75 applies if the weapon must be 
  of a particular type (as in hurling hammer). A target modifier of x0.75 applies if the weapon must be thrown for the bonus to apply (as in 
  throwing). 
   
  It does not reduce the cost of a bonus or power to limit it to users of a specific class or race, as this is as much an advantage as it is a 
  disadvantage. 
   
  Custom Spells: 
   
  Slay Creature: Target slain (85), target 1 creature (x1), attack throw required to hit target (x0.75), range touch (x0.4), duration 
  instantaneous (x1), no saving throw permitted (x1), arcane (x1), total cost 26 
   
  Greater Throwing: Increase damage of a weapon by 2d6 points (60), target 1 weapon (x1), weapon must be thrown (x0.75), range 30’ 
  (x0.9), duration 3 turns (x0.8), beneficial effect (x1), divine (x1.25), total cost 40 
   
  Throwing: Increase damage of a weapon by 1d6 points (30), target 1 weapon (x1), weapon must be thrown (x0.75), range 30’ (x0.9), 
  duration 3 turns (x0.8), beneficial effect (x1), divine (x1.25), total cost 20 
   
  Hurling Hammer: Grant a weapon the characteristics of a boomerang (25), target 1 weapon (x1), weapon must be a warhammer (x0.75), 
  range 0’ (x0.6), duration 1 turn (x0.6), beneficial effect (x1), divine (x1.25), total cost 8   
   
   
   
   
  
  MISCELLANEOUS MAGICAL ITEMS 
  Miscellaneous Magical Items 
  GP Cost 
  Time 
  Spell Level 
  Notes 
  Amulet versus Crystal Balls and ESP 
  75,000gp 
  300 days 
  3 
  Nondetection, permanent 
  Apparatus of the Crab 
  $150,000 
  600 days 
  6 
  "animate object" plus "water breathing" 
  Bag of Holding 
  125,000gp 
  500 days 
  5 
  enchanted container, permanent 
  Boat, Folding 
  $125,000 
  500 days 
  5 
  Fabricate is level 5 
  Boots of Levitation 
  50,000gp 
  200 days 
  2 
  levitation, permanent 
  Boots of Speed 
  25,000gp 
  100 days 
  1 
  swiftness (custom spell 8 points), permanent 
  Boots of Traveling and Springing 
  50,000gp 
  200 days 
  2 
  jump and easy traveling (custom spell 8 points), permanent 
  Bowl of Commanding Water Elementals 
  25,000gp 
  200 days 
  5 
  conjure elemental, once per day 
  Bracers of Armor  
  Varies 
  Varies 
  Varies 
  See Below 
  Brazier of Commanding Fire Elementals 
  25,000gp 
  200 days 
  5 
  conjure elemental, once per day 
  Brooch of Shielding 
  50,500gp 
  202 days 
  1 
  shield from m. missiles (custom spell 10 points), 101 charges 
  Broom of Flying 
  100,000gp 
  400 days 
  4 
  flying broom (custom spell 36 points), permanent 
  Censer of Controlling Air Elementals 
  25,000gp 
  200 days 
  5 
  conjure elemental, thrice per day 
  Chime of Opening 
  80,000gp 
  320 days 
  2 
  knock , 80 charges 
  Cloak of Protection +1 
  25,000gp 
  100 days 
  1 
  protection +1 (custom spell 8 points), permanent 
  Cloak of Protection +2 
  50,000gp 
  200 days 
  2 
  protection +2 (custom spell 15 points), permanent 
  Cloak of Protection +3 
  75,000gp 
  300 days 
  3 
  protection +3 (custom spell 30 points), permanent 
  Crystal Ball 
  24,000gp 
  200 days 
  4 
  scry , thrice per day 
  Crystal Ball with Clairaudience 
  42,000gp 
  350 days 
  7 
  scry  and clairaudience, thrice per day 
  Crystal Ball with ESP 
  36,000gp 
  300 days 
  6 
  scry and ESP, thrice per day 
  Cube of Force 
  $108,000 
  432 days 
  6 
  wall of force, 36 charges 
  Cube of Frost Resistance 
  $24,000 
  180 days 
  3 
  protection from cold, 1/hour, in 10' radius (so +2 levels) = 
  level 3 
  Decanter of Endless Water 
  $150,000 
  600 days 
  6 
  create water at high level, set at level 6 because control 
  weather, part earth, move water are all level 6 
  Displacer Cloak 
  50,000gp 
  200 days 
  2 
  shimmer, permanent 
  Drums of Panic 
  125,000gp 
  500 days 
  5 
  panic, permanent 
  Dust of Appearance 
  $1,000 
  2 weeks 
  2 
  specialized dispel magic effect, or reverse invisibility 
  Dust of Disappearance 
  $2,000 
  4 weeks 
  4 
  Greater invisibility 
  Efreeti Bottle 
  40,000gp 
  280 days 
  8 
  summon efreeti, 3 charges 
  Elven Cloak 
  25,000gp 
  100 days 
  1 
  chameleon, permanent 
  Elven Boots 
  25,000gp 
  100 days 
  1 
  silent step, permanent 
  Eyes of Charming 
  25,000gp 
  100 days 
  1 
  charm person, permanent 
  Eyes of the Eagle 
  75,000gp 
  300 days 
  3 
  eyes of the eagle, permanent  
  Eyes of Petrification 
  $150,000 
  600 days 
  6 
  petrified or petrify others as flesh to stone 
  Flying Carpet 
  100,000gp 
  400 days 
  4 
  magic carpet, permanent  
  Gauntlets of Ogre Power 
  50,000gp 
  200 days 
  2 
  ogre power, permanent 
  Girdle of Giant Strength 
  100,000gp 
  300 days 
  4 
  giant strength, permanent 
  Helm of Alignment Changing 
  75,000gp 
  300 days 
  3 
  curse, permanent 
  Helm of Comprehending Languages 
  25,000gp 
  100 days 
  1 
  comprehend languages, permanent 
  Helm of Telepathy 
  75,000gp 
  300 days 
  3 
  telepathy, permanent 
  Helm of Teleportation 
  82,500gp 
  350 days 
  5 
  teleport, once per turn 
  Horn of Blasting 
  $66,000 
  320 days 
  4 
  100' x 20' blast for 2d6 damage + 2d6 deafening 
  Medallion of ESP 
  $37,500 
  150 days 
  1.5 
  ESP within 30' 
  Medallion of ESP (90') 
  $62,500 
  250 days 
  2.5 
  ESP within 90' 
  Mirror of Life Trapping 
  $148,500 
  720 days 
  9 
  permanent "imprisonment" effect capped at 20; set at x33 
  Mirror of Opposition 
  200,000gp 
  800 days 
  8 
  opposition ritual, permanent 
  Necklace of Adaptation 
  15,000gp 
  150 days 
  5 
  adaptation, once per week 
  Rope of Climbing 
  25,000gp 
  200 days 
  1 
  magic rope, permanent  
  Scarab of Protection 
  24,000gp 
  96 days 
  4 
  death ward, 12 charges 
  Stone of Controlling Earth Elementals 
  25,000gp 
  200 days 
  5 
  conjure elemental, once per day 
   
   
   
   
  
   
   
  Notes:  
   
  Movement spells can allow the target to go without rest during ordinary movement (as in easy traveling) at a base cost of 2. 
   
  Movement spells can have a duration of 12 hours (as in swiftness) at a cost factor of x5. 
   
  Movement spells can have an effect modifier that the willing target is exhausted for 24 hours after the duration of the spell expires (as in 
  swiftness) at a cost factor of x0.4. 
   
  Protection spells can have a special duration that lasts until discharged at a cost factor of x2. 
   
  Custom Spells: 
   
  Swiftness: target’s normal movement rate doubled (5), target 1 willing creature or object (x1), only creatures (x0.8), willing target is 
  exhausted for 24 hours after duration of the spell expires (x0.4), range touch (x1), duration 12 hours (x5), beneficial effect (x1), arcane 
  (x1), total cost 8 
   
  Easy Traveling: target can go without rest during ordinary movement (2), target 1 willing creature or object (x1), only creatures (x0.8), 
  range 0’ (x1), duration 12 hours (x5), beneficial effect (x1), arcane (x1), total cost 8 
   
  Shield From Magic Missiles: Immunity to magic missile (5), target 1 creature, range 0’ (x1), duration until discharged (x2), beneficial 
  effect (x1), arcane (x1), total cost 10 
   
  Flying Broom: target can flay and carry others as broom of flying (45), target 1 willing creature or object (x1), only objects (x0.8), range 0’ 
  (x1), duration 6 turns (x1), beneficial effect (x1), arcane (x1), total cost 36 
   
  Bracers of Armor: Bracers of armor are actually a type of magic armor that happens to be light enough for any character to wear. They are created 
  as magic armor according to the following table.   
  AC Granted 
  GP Cost 
  Time 
  1 
  5,000gp 
  1 month 
  2 
  15,000gp 
  2 months 
  3 
  35,000gp 
  3 months 
  4 
  65,000gp 
  4 months 
  5 
  105,000gp 
  5 months 
  6 
  155,000gp 
  6 months 
  7 
  215,000gp 
  7 months 
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Patreon Content/Magic Item Research (ACKS).pdf