Magic Item Creator – How it works
This page explains the simplified heuristics used to generate a balanced item blueprint tuned to a party level.
Inputs
- Item name (optional)
- Item type:
Weapon|Armor|Wand|Wondrous - Player level (1–20) used for tuning
- Player Attunement Requirement setup
- Optional target monster tags to annotate effectiveness
Rarity by level
Rarity is assigned from player level via a simple curve:
- ≤3 →
Common - 4–6 →
Uncommon - 7–10 →
Rare - 11–16 →
Very Rare - 17–20 →
Legendary
Suggested bonuses
Bonuses are intentionally conservative and scale softly by level tier:
- Tier:
tier = clamp(1, 5, ceil(level / 4)) - Bonus:
bonus = min(3, floor((tier - 1)/2) + (level ≥ 17 ? 1 : 0))→ ranges 0..3 - Avg damage bonus:
avgDamage = max(0, tier - 1)→ ranges 0..4 - Save DC (for wands):
saveDC = 12 + tier→ 13..17
Application by type:
Weapon:bonusToHit = bonus,avgDamageBonus = avgDamageArmor:bonusAC = bonusWand:bonusToHit = bonus,avgDamageBonus = avgDamage,bonusSaveDC = saveDCWondrous: no automatic combat bonus (freeform design)
Item blueprint
The tool returns a structured blueprint object you can export or copy:
name: provided or autogenerated from type and raritytype: one of the supported typesattunement: boolean value (true/false)rarity: derived from levellevelTuned: clamped level (1–20)targetTags: your optional listbonusToHit,bonusAC,bonusSaveDC,avgDamageBonus: as applicablenotes: summary text if targets were provided
These are baseline heuristics for quick prep on mobile. Adjust or extend to fit your table’s tone.