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 = avgDamage
  • Armor: bonusAC = bonus
  • Wand: bonusToHit = bonus, avgDamageBonus = avgDamage, bonusSaveDC = saveDC
  • Wondrous: 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 rarity
  • type: one of the supported types
  • attunement: boolean value (true/false)
  • rarity: derived from level
  • levelTuned: clamped level (1–20)
  • targetTags: your optional list
  • bonusToHit, bonusAC, bonusSaveDC, avgDamageBonus: as applicable
  • notes: summary text if targets were provided

These are baseline heuristics for quick prep on mobile. Adjust or extend to fit your table’s tone.