For reasons that escape me, nobody seems to tackle this issue......and everyone just pretends that the 5e crafting system works. Quite frankly, it doesn't work at all. Not even a little. We'll start with examining the system for magic item creation in 5e, since we have to begin....somewhere.
Item Rarity___Creation Cost____Minimum Level____Enchantment Time
Common____________100 gp___________3rd_____________4 days
Uncommon__________500 gp___________3rd____________20 days
Rare_____________5,000 gp____________6th____________200 days (6 months + 20 days)
Very Rare_______50,000 gp___________11th__________2,000 days (5 years + 5 months + 25 days)
Legendary_______500,000 gp__________17th_______20,000 days (54 years + 9 months +20 days)
I'm not formatting this very well, but....whatever. I'd like to note that the enchantment time for crafting magic items is not clearly delineated, and is in fact, not listed in the "Crafting Magic Items" table in the DMG on page 129.
It's not there, but is listed below instead. I suspect that the reason for this is that the authors of this book want people to completely gloss over the stupidity of the writing, which subtly discourages DMs and players from having characters actually craft items....at all. The impression is that the PCs are only intended to acquire magic items that the DM allows us to find, and that we should rarely (if ever) craft items ourselves. So the concept of an Artificer class is out. It's gone.
Take note that these rules make the creation of most magic items so monumentally vague and inconvenient, that this logically means that finding most magic items is nearly impossible. There's no precise formula for crafting a +3 weapon, or any other item at all. The DMG only makes vague inferences, under "Crafting A Magic Item", on page 128:
There's more vague nonsense like that (if you want to craft a Wand of Magic Missiles, then you probably need to be able to cast the Magic Missile spell), but it doesn't go too much further in detail beyond that.5e Dungeon Master's Guide wrote:"To start, a character must have a formula that that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items Table."
Multiple casters (that meet the minimum caster level, and that theoretically possess the right spells) can speed up the time it takes to enchant magic items, but not enough for it to reasonably matter. Two casters will halve the enchantment time, and three casters will decrease the enchantment time down to a third. If your character crafts a magic item, he makes progress in 25 gp increments per day, until the total cost is paid. So a "rare" magic item that costs 5,000 gp to craft.....takes 200 days (6 months + 20 days) to enchant. It's a gruelingly slow and unfun process, like having your teeth anally extracted. But that's the system.
The most rare magic items take the longest time to enchant. "Legendary" items like Sovereign Glue, Universal Solvent, Vorpal Swords, Spheres of Annihilation, or Swords of Answering take a VERY long time to enchant:
20,000 days= (54 years + 9 months + 20 days)
Here's the total list. I didn't include sentient magical items, because imbuing an item with sentience does not affect the enchantment time in any way whatsoever. There are a few "legendary" sentient magic items, but I don't include them because.....who cares? Weapons like Blackrazor, Moonblade, Wave, and Whelm are practically treated like artifacts, and literally take approximately 55 years to enchant. So here's the list:
Common Items [4 days to enchant]
(1.) Potion of Climbing [consumable, one use item]
(2.) Potion of Healing [consumable, one use item]
(3.) Spell Scroll (cantrip) [one use item]
(4.) Spell Scroll (1st-level spell) [one use item]
Uncommon Items [20 days to enchant]
(1.) Adamantine Armor
(2.) Alchemy Jug
(3.) Ammunition +1
(4.) Amulet of Proof Against Detection and Location [requires attunement]
(5.) Bag of Holding
(6.) Bag of Tricks
(7.) Boots of Elvenkind
(8.) Boots of Striding and Springing [requires attunement]
(9.) Boots of the Winterlands [requires attunement]
(10.) Bracers of Archery [requires attunement]
(11.) Brooch of Shielding [requires attunement]
(12.) Broom of Flying
(13.) Cap of Water Breathing
(14.) Circlet of Blasting
(15.) Cloak of Elvenkind [requires attunement]
(16.) Cloak of Protection [requires attunement]
(17.) Cloak of the Manta Ray
(18.) Decanter of Endless Water
(19.) Deck of Illusions [34 cards, usually missing 1d20-1 cards, cards cannot be reused]
(20.) Driftglobe
(21.) Dust of Disappearance [1 pinch of dust]
(22.) Dust of Dryness [1d6+4 pinches of dust]
(23.) Dust of Sneezing and Choking [1 pinch of dust]
(24.) Elemental Gem [must break to use, 1 charge and then useless]
(25.) Eversmoking Bottle
(26.) Eyes of Charming [3 charges per day, requires attunement]
(27.) Eyes of Minute Seeing
(28.) Eyes of the Eagle [requires attunement]
(29.) Figurine of Wondrous Power [Silver Raven, can be used up to 12 hours, cannot be used again for another 2 days]
(30.) Gauntlets of Ogre Power [requires attunement]
(31.) Gem of Brightness [50 charges, then useless]
(32.) Gloves of Missile Snaring [requires attunement]
(33.) Gloves of Swimming and Climbing [requires attunement]
(34.) Gloves of Thievery
(35.) Goggles of Night
(36.) Hat of Disguise [requires attunement]
(37.) Headband of Intellect [Intelligence 19, requires attunement]
(38.) Helm of Comprehending Languages
(39.) Helm of Telepathy [requires attunement]
(40.) Immovable Rod
(41.) Instrument of the Bards (Doss Lute) [requires attunement by a Bard]
(42.) Instrument of the Bards (Fochlucan Bandore) [requires attunement by a Bard]
(43.) Instrument of the Bards (Mac-Fuirmidh Cittern) [requires attunement by a Bard]
(44.) Javelin of Lightning
(45.) Keoghtom's Ointment [1d4+1 doses, then useless]
(46.) Lantern of Revealing
(47.) Mariner's Armor
(48.) Medallion of Thoughts [3 charges per day, requires attunement]
(49.) Mithril Armor
(50.) Necklace of Adaptation [requires attunement]
(51.) Oil of Slipperiness [consumable, one use item]
(52.) Pearl of Power [requires attunement by a spellcaster]
(53.) Periapt of Health
(54.) Periapt of Wound Closure [requires attunement]
(55.) Philter of Love [consumable, one use item]
(56.) Pipes of Haunting [3 charges per day]
(57.) Pipes of the Sewers [3 charges per day, requires attunement]
(58.) Potion of Animal Friendship [consumable, one use item]
(59.) Potion of Fire Breath [consumable, one use item]
(60.) Potion of Hill Giant Strength [Strength 21, consumable, one use item]
(61.) Potion of Growth [consumable, one use item]
(62.) Potion of (Greater) Healing [consumable, one use item]
(63.) Potion of Poison [consumable, one use item]
(64.) Potion of Resistance [consumable, one use item]
(65.) Potion of Water Breathing [consumable, one use item]
(66.) Quiver of Ehlonna
(67.) Ring of Jumping [requires attunement]
(68.) Ring of Mind Shielding [requires attunement]
(69.) Ring of Swimming
(70.) Ring of Warmth [requires attunement]
(71.) Ring of Water Walking
(72.) Robe of Useful Items [4d4+12 patches, becomes nonmagical when used up]
(73.) Rod of the Pact Keeper +1 [requires attunement by a Warlock]
(74.) Rope of Climbing
(75.) Saddle of the Cavalier
(76.) Sending Stones [1 charge per day]
(77.) Sentinel Shield
(78.) Shield +1
(79.) Slippers of Spider Climbing [requires attunement]
(80.) Spell Scroll (2nd-level spell) [one use item]
(81.) Spell Scroll (3rd-level spell) [one use item]
(82.) Staff of the Adder [requires attunement by a Cleric, Druid, or Warlock]
(83.) Staff of the Python [requires attunement by a Cleric, Druid, or Warlock]
(84.) Stone of Good Luck (Luckstone) [requires attunement]
(85.) Sword of Vengeance [cursed, requires attunement]
(86.) Trident of Fish Command [3 charges, regains 1d3 charges per day, requires attunement]
(87.) Wand of Magic Detection [3 charges, regains 1d3 charges per day]
(88.) Wand of Magic Missiles [7 charges, regains 1d6+1 charges per day, requires attunement]
(89.) Wand of Secrets [3 charges, regains 1d3 charges per day]
(90.) Wand of the War Mage +1 [requires attunement by a spellcaster]
(91.) Wand of the Web [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(92.) Weapon +1
(93.) Weapon of Warning [requires attunement]
(94.) Wind Fan
(95.) Winged Boots [can be used up to 4 hours, boots regain 2 hours of flying capability for every 12 hours not in use]
Rare Items [200 days (6 months + 20 days) to enchant]
(1.) Ammunition +2
(2.) Amulet of Health [Constitution 19, requires attunement]
(3.) Armor +1
(4.) Armor of Resistance [requires attunement]
(5.) Armor of Vulnerability [cursed; requires attunement]
(6.) Arrow-Catching Shield [requires attunement]
(7.) Bag of Beans
(8.) Bead of Force
(9.) Belt of Dwarvenkind [requires attunement]
(10.) Belt of Hill Giant Strength [Strength 21, requires attunement]
(11.) Berserker Axe [requires attunement]
(12.) Boots of Levitation [requires attunement]
(13.) Boots of Speed [requires attunement]
(14.) Bowl of Commanding Water Elementals
(15.) Bracers of Defense [requires attunement]
(16.) Brazier of Commanding Fire Elementals
(17.) Cape of the Mountebank
(18.) Censer of Controlling Air Elementals
(19.) Chime of Opening
(20.) Cloak of Displacement [requires attunement]
(21.) Cloak of the Bat [requires attunement]
(22.) Cube of Force
(23.) Daern's Instant Fortress
(24.) Dagger of Venom
(25.) Dimensional Shackles
(26.) Dragon Slayer [sword, requires attunement]
(27.) Elixir of Health [consumable, 1 charge then useless]
(28.) Elven Chain
(29.) Figurine of Wondrous Power (Bronze Griffin) [can be used up to 6 hours, then cannot be used again for another 5 days]
(30.) Figurine of Wondrous Power (Ebony Fly) [can be used up to 12 hours, then cannot be used again for another 2 days]
(31.) Figurine of Wondrous Power (Golden Lions) [created in pairs (2), each can be used up to 1 hour, then cannot be used again for another 7 days]
(32.) Figurine of Wondrous Power (Ivory Goats) [created in sets of three (3), Goat of Traveling has 24 charges and uses 1 charge per hour, when charges used up, cannot be used again for another 7 days; Goat of Travail, can be used for up to 3 hours, then cannot be used for another 30 days; Goat of Terror, can be used up to 3 hours, then cannot be used for another 15 days]
(33.) Figurine of Wondrous Power (Marble Elephant) [can be used up to 24 hours, then cannot be used again for another 7 days]
(34.) Figurine of Wondrous Power (Onyx Dog) [can be used up to 6 hours, then cannot be used again for another 7 days]
(35.) Figurine of Wondrous Power (Serpentine Owl) [can be used up to 8 hours, then cannot be used again for another 2 days]
(36.) Flame Tongue [requires attunement]
(37.) Folding Boat
(38.) Gem of Seeing [3 charges per day, requires attunement]
(39.) Giant Slayer
(40.) Glamoured Studded Leather
(41.) Helm of Teleportation [3 charges per day, requires attunement]
(42.) Heward's Handy Haversack
(43.) Horn of Blasting [each use has 20% chance of causing horn to explode, dealing 10d6 fire damage, and becoming useless]
(44.) Horn of Valhalla (Silver) [2d4+2 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(45.) Horn of Valhalla (Brass) [3d4+3 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(46.) Horseshoes of Speed
(47.) Instrument of the Bards (Canaith Mandolin) [requires attunement by a Bard]
(48.) Instrument of the Bards (Cli Lyre) [requires attunement by a Bard]
(49.) Ioun Stone (Awareness) [requires attunement]
(50.) Ioun Stone (Protection) [requires attunement]
(51.) Ioun Stone (Reserve) [requires attunement]
(52.) Ioun Stone (Sustenance) [requires attunement]
(53.) Iron Bands of Bilarro
(54.) Mace of Disruption [requires attunement]
(55.) Mace of Smiting
(56.) Mace of Terror [3 charges per day, requires attunement]
(57.) Mantle of Spell Resistance [requires attunement]
(58.) Necklace of Fireballs [1d6+3 beads]
(59.) Necklace of Prayer Beads [once bead's spell is cast, it cannot be used again until the next dawn, requires attunement by Cleric, Druid, or Paladin]
(60.) Oil of Etherealness [consumable, one use item]
(61.) Periapt of Proof Against Poison
(62.) Portable Hole
(63.) Potion of Clairvoyance [consumable, one use item]
(64.) Potion of Diminution [consumable, one use item]
(65.) Potion of Gaseous Form [consumable, one use item]
(66.) Potion of Frost Giant Strength [Strength 23, consumable, one use item]
(67.) Potion of Stone Giant Strength [Strength 23, consumable, one use item]
(68.) Potion of Fire Giant Strength [Strength 25, consumable, one use item]
(69.) Potion of (Superior) Healing [consumable, one use item]
(70.) Potion of Heroism [consumable, one use item]
(71.) Potion of Invulnerability [consumable, one use item]
(72.) Potion of Mind Reading [consumable, one use item]
(73.) Quaal's Feather Token
(74.) Ring of Animal Influence [3 charges per day]
(75.) Ring of Evasion [3 charges per day, requires attunement]
(76.) Ring of Feather Falling [requires attunement]
(77.) Ring of Free Action [requires attunement]
(78.) Ring of Protection +1 [requires attunement]
(79.) Ring of Resistance [requires attunement]
(80.) Ring of Spell Storing [requires attunement]
(81.) Ring of the Ram [3 charges per day, requires attunement]
(82.) Ring of X-Ray Vision [requires attunement]
(83.) Robe of Eyes [requires attunement]
(84.) Rod of the Pact Keeper +2 [requires attunement by a Warlock]
(85.) Rod of Rulership [1 charge per day, requires attunement]
(86.) Rope of Entanglement
(87.) Scroll of Protection [one use item]
(88.) Shield +2
(89.) Shield of Missile Attraction [curse, requires attunement]
(90.) Spell Scroll (4th-level spell) [one use item]
(91.) Spell Scroll (5th-level spell) [one use item]
(92.) Staff of Charming [10 charges, regains 1d8+2 charges per day, requires attunement by a Bard, Cleric, Druid, (93.) Sorcerer, Warlock, or Wizard]
(94.) Staff of Healing [10 charges, regains 1d6+4 charges per day, requires attunement by a Bard, Cleric, or Druid]
(95.) Staff of Swarming insects [10 charges, regains 1d6+4 charges per day, requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard]
(96.) Staff of the Woodlands [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid]
(97.) Staff of Withering [3 charges, regains 1d3 charges per day, requires attunement by a Cleric, Druid, or Warlock]
(98.) Stone of Controlling Earth Elementals [1 charge per day]
(99.) Sun Blade [requires attunement]
(100.) Sword of Life Stealing [requires attunement]
(101.) Sword of Wounding [requires attunement]
(102.) Tentacle Rod [requires attunement]
(103.) Vicious Weapon
(104.) Wand of Binding [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(105.) Wand of Enemy Detection [7 charges, regains 1d6+1 charges per day, requires attunement]
(106.) Wand of Fear [7 charges, regains 1d6+1 charges per day, requires attunement]
(107.) Wand of Fireballs [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(108.) Wand of Lightning Bolts [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(109.) Wand of Paralysis [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(110.) Wand of the War Mage +2 [requires attunement by a spellcaster]
(111.) Wand of Wonder [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(112.) Weapon +2
(113.) Wings of Flying [can be used for 1 hour, cannot be reused for 1d12 hours]
Very Rare Items [2,000 days (5 years + 5 months + 25 days) to enchant]
(1.) Ammunition +3
(2.) Amulet of the Planes [requires attunement]
(3.) Animated Shield [requires attunement]
(4.) Armor +2
(5.) Arrow of Slaying
(6.) Bag of Devouring
(7.) Belt of Fire Giant Strength [Strength 25, requires attunement]
(8.) Belt of Frost Giant Strength [Strength 23, requires attunement]
(9.) Belt of Stone Giant Strength [Strength 23, requires attunement]
(10.) Candle of Invocation [requires attunement]
(11.) Carpet of Flying
(12.) Cloak of Arachnida [requires attunement]
(13.) Crystal Ball [requires attunement]
(14.) Dancing Sword
(15.) Demon Armor
(16.) Dragon Scale Mail [requires attunement]
(17.) Dwarven Plate
(18.) Dwarven Thrower [requires attunement by a dwarf]
(19.) Efreeti Bottle
(20.) Figurine of Wondrous Power [Obsidian Steed, can be used up to 24 hours, then cannot be used again for another 5 days]
(21.) Frost Brand [requires attunement]
(22.) Helm of Brilliance [requires attunement]
(23.) Horn of Valhalla (Bronze) [4d4+4 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(24.) Horseshoes of a Zephyr
(25.) Instrument of the Bards (Anstruth Harp) [requires attunement by a Bard]
(26.) Ioun Stone (Absorption) [requires attunement]
(27.) Ioun Stone (Agility) [requires attunement]
(28.) Ioun Stone (Fortitude) [requires attunement]
(29.) Ioun Stone (Insight) [requires attunement]
(30.) Ioun Stone (Intellect) [requires attunement]
(31.) Ioun Stone (Leadership) [requires attunement]
(32.) Ioun Stone (Strength) [requires attunement]
(33.) Manual of Bodily Health [study for 48 hours for 6 days to increase Constitution by 2 points, manual regains its magic 100 years later]
(34.) Manual of Gainful Exercise [study for 48 hours for 6 days to increase Strength by 2 points, manual regains its magic 100 years later]
(35.) Manual of Golems
(36.) Manual of Quickness of Action [study for 48 hours for 6 days to increase Dexterity by 2 points, manual regains its magic 100 years later]
(37.) Mirror of Life Trapping
(38.) Nine Lives Stealer [1d8+1 charges, becomes ordinary sword +2 when charges are used up, requires attunement]
(39.) Nolzur's Marvelous Pigments
(40.) Oathbow [while your sworn enemy lives, you have disadvantage on attack rolls with all other weapons, requires attunement]
(41.) Oil of Sharpness [consumable, one use item]
(42.) Potion of Flying [consumable, one use item]
(43.) Potion of Cloud Giant Strength [Strength 27, consumable, one use item]
(44.) Potion of (Supreme) Healing [consumable, one use item]
(45.) Potion of Invisibility [consumable, one use item]
(46.) Potion of Longevity [10% cumulative chance of aging you 1d6+6 years, consumable, one use item]
(47.) Potion of Speed [consumable, one use item]
(48.) Potion of Vitality [consumable, one use item]
(49.) Ring of Regeneration [requires attunement]
(50.) Ring of Shooting Stars [6 charges per day, requires attunement outdoors at night]
(51.) Ring of Telekinesis [requires attunement]
(52.) Robe of Scintillating Colors [3 charges per day, requires attunement]
(53.) Robe of Stars [requires attunement]
(54.) Rod of Absorption [can absorb 50 levels of energy, then becomes nonmagical]
(55.) Rod of Alertness [requires attunement]
(56.) Rod of the Pact Keeper +3 [requires attunement by a Warlock]
(57.) Rod of Security [cannot be used again until 10 days have passed]
(58.) Scimitar of Speed [requires attunement]
(59.) Shield +3
(60.) Spell Scroll (6th-level spell) [one use item]
(61.) Spell Scroll (7th-level spell) [one use item]
(62.) Spell Scroll (8th-level spell) [one use item]
(63.) Spellguard Shield [requires attunement]
(64.) Staff of Fire [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid, Sorcerer, Warlock, or Wizard]
(65.) Staff of Frost [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid, Sorcerer, Warlock, or Wizard]
(66.) Staff of Power [20 charges, regains 2d8+4 charges per day, requires attunement by a Sorcerer, Warlock, or Wizard]
(67.) Staff of Striking [10 charges, regains 1d6+4 charges per day, requires attunement]
(68.) Staff of Thunder and Lightning [+2 weapon, additional properties can be used once per day, requires attunement]
(69.) Sword of Sharpness [requires attunement]
(70.) Tome of Clear Thought [study for 48 hours for 6 days to increase Intelligence by 2 points, manual regains its magic 100 years later]
(71.) Tome of Leadership and Influence [study for 48 hours for 6 days to increase Charisma by 2 points, manual regains its magic 100 years later]
(72.) Tome of Understanding[study for 48 hours for 6 days to increase Wisdom by 2 points, manual regains its magic 100 years later]
(73.) Wand of Polymorph [7 charges, regains 1d6+1 charges per day, requires attunement by spellcaster]
(74.) Wand of the War Mage +3 [requires attunement by a spellcaster]
(75.) Weapon +3
Legendary Items [20,000 days (54 years + 9 months +20 days)]
(1.) Aparatus of Kwalish
(2.) Armor +3
(3.) Armor of Invulnerability [requires attunement]
(4.) Belt of Cloud Giant Strength [Strength 27, requires attunement]
(5.) Belt of Storm Giant Strength [Strength 29, requires attunement]
(6.) Cloak of Invisibility
(7.) Crystal Ball of Mind Reading [requires attunement]
(8.) Crystal Ball of Telepathy [requires attunement]
(9.) Crystal Ball of True Seeing [requires attunement]
(10.) Cubic Gate
(11.) Deck of Many Things
(12.) Defender [sword, requires attunement]
(13.) Efreeti Chain [requires attunement]
(14.) Hammer of Thunderbolts [need Belt of Giant Strength and Gauntlets of Ogre Power to fully use it, requires attunement to fully use it]
(15.) Holy Avenger [requires attunement by Paladin]
(16.) Horn of Valhalla (Iron) [5d4+5 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(17.) Instrument of the Bards (Ollamh Harp) [requires attunement by a Bard]
(18.) Ioun Stone (Greater Absorption) [requires attunement]
(19.) Ioun Stone (Mastery) [requires attunement]
(20.) Ioun Stone (Regeneration) [requires attunement]
(21.) Iron Flask
(22.) Luck Blade [requires attunement]
(23.) Plate Armor of Etherealness [requires attunement]
(24.) Potion of Storm Giant Strength [Strength 29, consumable, one use item]
(25.) Ring of Djinni Summoning [requires attunement]
(26.) Ring of Air Elemental Command [5 charges per day, requires attunement]
(27.) Ring of Earth Elemental Command [5 charges per day, requires attunement]
(28.) Ring of Fire Elemental Command [5 charges per day, requires attunement]
(29.) Ring of Water Elemental Command [5 charges per day, requires attunement]
(30.) Ring of Invisibility [requires attunement]
(31.) Ring of Spell Turning [requires attunement]
(32.) Ring of Three Wishes [3 charges, then useless]
(33.) Robe of the Archmagi [requires attunement by a Sorceror, Warlock, or Wizard]
(34.) Rod of Lordly Might [requires attunement]
(35.) Rod of Resurrection [5 charges, regains 1 charge per day, requires attunement by a Cleric, Druid, or Paladin]
(36.) Scarab of Protection [provides advantage on saves vs spells, 12 charges, can expend 1 charge to turn a failed save against a necromancy spell or Undead creature into a successful one, destroyed when last charge expended]
(37.) Sovereign Glue [1d6+1 ounces]
(38.) Spell Scroll (9th-level spell) [one use item]
(39.) Sphere of Annihilation
(40.) Staff of the Magi [50 charges, regains 4d6+2 charges per day, requires attunement by a Sorcerer, Warlock, or Wizard]
(41.) Sword of Answering [requires attunement by a creature with the same alignment as the sword]
(42.) Talisman of Pure Good [non-good creatures take radiant damage when touching it, good Cleric or Paladin can use it as holy symbol, 7 charges (can be used to destroy target), talisman destroyed when charges used up]
(43.) Talisman of the Sphere [requires attunement]
(44.) Talisman of Ultimate Evil [non-evil creatures take radiant damage when touching it, evil Cleric or Paladin can use it as holy symbol, 6 charges (can be used to destroy target), talisman destroyed when charges used up]
(45.) Tome of the Stilled Tongue [requires attunement by a Wizard]
(46.) Universal Solvent
(47.) Vorpal Sword [requires attunement]
(48.) Well of Many Worlds [once opened, cannot be reopened for 1d8 hours]
I'm tired, so.....to be continued.
