PDA

View Full Version : D&D 3.x Other 1001 Cheap Magic Items (Let's come up with some)



Pages : [1] 2

Bohandas
2016-02-24, 01:20 AM
I don't think there's enough cheap magic items out there. (And also I used to love threads like this on WoTC's forums until they completely wrecked the site by repeatedly changing the format and then eventually took their forum down entirely)

Anyway let's try to come up with 1001 items worth under 1001 gp (preferably statted out as much as possible), and of course comment on and help tweak and polish each other's creations.

I'll Start:


1.) Feather Token (Blades): When activated the vane of the feather turns into a medium +1 shortsword and the shaft of the feather turns into a medium +1 dagger. After 1 hour they turn irrevocably back into pieces of feather. (Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price somewhere between 70 and 350gp [price estimated based on the whip feather token which conjures a single +4 weapon for 1 hour and costs 500 gp; a +4 weapon costs about 7.5 times as much as two +1 weapons, but I don't think the price of the token should scale down directly])

2.) Belt of the Champion: grants a +1 enhancement bonus to grapple checks to pin an opponent or break a pin or damage an opponent (Faint transmutation; CL 3rd; Craft Wondrous Item, enlarge person; Price ~200 gp???)

3.) Ring of Blessed Health: +1 sacred bonus to fortitude saves to avoid contracting Demon Fever, Devil Chills, and Faceless Hate. Up to thrice per week it also applies this bonus to saves to avoid damage from one of these diseases, but only if the character succeeded on the previous day's save while wearing the ring. (Faint abjuration; CL 12th; Forge Ring, resistance, protection from evil; Price ??? gp)

4.) Bag of Tricks (Sky Blue): As existing bags of tricks with the following list of possible animals: Bat 1-20, Raven 21-40, Robin (use raven stats) 41-60, Owl 61-80, Flying Squirrel [stats in Dragon 327; add 5 to the ranges for raven, robin, and owl if you don't have that issue] 81-95, Hawk 96-100. (Faint conjuration; CL 3rd; Craft Wondrous Item, summon nature's ally 1; Price <850 gp, prolly around 400-500)

5.) Overloading Wand: Cheaper shoddier version of regular wand. If used more than 2 times in the same 24 hour period the additional uses have the chance of a mishap similar to a scroll mishap (use the same rules) and burn an extra charge. It cannot be used more that 5 times in any given 24 hour period. (aura varies; cl varies; Craft wand, spell varies; Price 80% of price of a normal wand of the same spell)

6.) Figurine of Wondrous Power (Paper Tiger): When activated this paper-mache figurine becomes a tiger that prows around and defends a person or area designated by the user. It is only for show or intimidation however; it deals damage as a housecat, flees from water (rain or the brandishing of buckets at it cause it to automatically become panicked) and fire (will not come within 5 feet of an open flame; brandishing a torch at it or casting fire spells where it can see cause it to become panicked), and is returned to statue form and must stay that way for a full week if even a single point of damage is dealt to it (even nonlethal damage) or if it is immersed or drenched in water. It can stay in tiger form for no more than 2 hours per day and no more than 9 hours per week. (Moderate Transmutation; CL 9th; Craft Wondrous Item, animate objects OR fabricate + unseen servant + cat's grace; price ??? 900??)

7.) Feather Token (Campfire): Creates a burning campfire wih enough firewood to burn for an hour. The fire is nonmagical, can be put out by normal means, and can burn for additional time if more fuel is added. (Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price ~75-300 gp)

8.) Feather Token (grapnel): Conjures a grappling hook which shoots out (or perhaps temporarily turns into a small swan and flies there) and latches onto anything within 300 feet that's specified by the user (Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price ~100-350 gp)

9.) Paperfloat: A square 1-inch tile which, if placed beneath a small stack of papers, will cause them to float a short distance above it and anchor them in place, preventing them from being disturbed by light breezes and drafts (faint transmutation; cl 3; Craft Wondrous Item, prestidigitation OR mage hand; Price ~8-36 gp)

10.) Set of Healing Crystals: These crystals, when stood up in a circle/ellipse around a resting character, allow the character a 75% chance to regain 1 additional hit point per 8 hour rest period or to definitely regain 2 additional hit points per full day rest period, and have a 50% chance on any given day where at least 8 hours are spent under their effect to grant a +1 resistance bonus to either the character's save against a disease afflicting them (but only one if they have more than one disease) or, at their discretion, a healer's check to treat a disease afflicting them (but only one if they have more than one disease). (CL 3rd; Craft Wondrous Item, resistance or cure minor wounds or necrosurgery OR Craft Universal Item, vigor; Price 500 gp {of which ~200-460 of which is simply the cost of the crystals themselves and doesn't contribute to xp cost or creation time})

11.) Gripping Gloves: These gloves provide a +1 resistance bonus to avoid being disarmed and to any fortitude or reflex save to avoid dropping an item and have a 50% chance to add +1 to any climb check involving the user's hands (faint transmutation; CL 3; Craft Wondrous Item, stick or resinous tar or mage hand or spider climb; Price = cost of substrate gauntlet + 8 gp )

12.) Semi-Wand: A wand that duplicates one, and only one, of the effects of the prestidigitation spell one time per charge. One such wand could clean items in a 1 foot cube with each charge, and another could flavor one pound of food per charge, and yet another one could conjure one cheap flimsy replica (that disappears after an hour) per charge, and still another could create little puffs of wind once per charge, and another could conjure faint low-quality sound; etc. None could do more than one of these things however. (faint aura varies by effect; CL 3; Craft Wand or Craft Rod Or Craft Wondrous Item, prestidigitation; Price ~19sp-37 gp [each can produce only about one tenth of the possible effects of prestidigitation, and can only invoke it a tiny fraction of the number of times])

13.) Continuous Canteen: As long as at least one drop of water remains inside of it this one quart canteen gradually refills itself over the course of three hours (faint conjuration; CL 1; Craft Wondrous Item, create water; Price ~60-190 gp?? [approx equiv to create water one charge per day, which would be 180 gp, but actually creates a somewhat less water unless nearly drained every 3 hours, plus there's the restriction that there must already be at least one drop in it])

14.) Correcting Quill: Anything written with this pen is always spelled coreectly (provided that the writer is actually familiar with the word they're trying to write, and also that they're not trying to spell incorrectly deliberately), and never smudges. (CL 3; Craft Wondrous Item, amaunesis, prestidigitation; Price ~12-150 gp)

Ursus Spelaeus
2016-02-24, 06:38 AM
I don't know how to properly stat items for 3.5, but I'll throw some ideas out there:

15. Animate Marbles: these function as normal marbles (can cause enemies to become flatfooted or fall prone) except that each one contains a tiny spirit that obeys your commands. A swarm of animate marbles can be willed to move up to 30' on your turn.

16. New Years Candles: These candles were designed for New Years celebrations, but they have other uses as well. These colorful candles produce loud, festive noises when their flames burn out.

RedSand
2016-02-25, 08:52 PM
17. Monkey's Tail(Belt Slot): A magically preserved primate tail, with a length of about a foot. When put to a humanoid's lower back, it grafts to the skin and becomes animate. Allows user to ready items out of their pack or a satchel with both hands full. Cannot lift objects more than five pounds, be used to grasp a weapon or shield, perform somatic components, or use skill checks requiring fine manipulation.
(Price ~900 gp)

18. Alcohol Pellet: Tiny white pellet that dissolves instantly when place in any liquid, regardless of temperature. If placed a drinking mug, glass or any body of liquid smaller than or equal to a gallon, the drink becomes extremely alcoholic, prompting a DC 17 save against poison. On a failed save, target becomes extremely inebriated. A successful save negates this penalty, but still leaves a heavy taste of alcohol on the target's breath.
(Price ~80 gp)

19. Flask of Boiled Silver: A sealed clay flask of perpetually boiling liquid silver. Can be thrown as a splash weapon with a range of 10 feet, dealing 2d4 damage on a direct hit, or 1 damage within 5 feet of hit. Any lycanthrope or other creature vulnerable to silver instead takes 3d6 point of damage on direct hit, or 3 damage within radius. Any silver vulnerable creature struck directly in this way must make roll a percentage die each time they are struck with melee or ranged weapon: On a roll 1-50, the creature's DR is not applied to the strike, as burning hot silver oozes into their wounds.
Price(~400 gp. Craft DC 27)

Garryl
2016-02-26, 12:37 AM
20. Flint and Tinder of Safe Camping: Any fire made with this flint and tinder will not spread beyond 5 feet from the initial location. (~25 gp)

21. Cloak of Dispersion: Imbued with a vampire's gaseous powers, this cloak turns the wearer partially gaseous when at the brink of death, granting DR 5/magic against any attack that would otherwise kill the wearer. (~250 gp)

22. Bedroll of Awareness: The penalty on Listen checks to wake up while sleeping in this bedroll are halved (reduced to only -10). (~500 gp)

23. Lesser Storm Chaser's Cloak: The wearer gains a +5 resistance bonus on saves against wind effects and natural lightning. (~250 gp)

24. Headband of No Ledge: The wearer gains a +5 competence bonus on Climb checks made to move only horizontally. Some variants also let the wearer know exactly how far the drop is. (~625 gp)

Zireael
2016-02-26, 08:51 AM
I love those!

Isn't the cloak of dispersion a bit cheap?

Also, any other similar lists? I really need magic items below 1000 gp... for my OGL setting.

VoodooPaladin
2016-02-26, 01:11 PM
25.

Tattoo, Cun's Paw
This tiny pattern, when inscribed upon the back of the hand, grants the power to feel through the palm of one's hand with the same fidelity as a normal human's eyesight. This removes any penalties related to poor lighting and blindness from search checks made by its wearer, as long as they are searching via tactile hand-contact. However, the time required to search is quadrupled. If a Cun's Paw is inscribed upon both hands, a +1 bonus is applied to search checks made using both of them, and the time required is only doubled.

If you wear gloves over a hand with a Cun's Paw, you will be very uncomfortable. And handshakes are rather awkward affairs.

Faint transmutation; CL 1st, Craft Wondrous Item, daze; Price 100 gp; Weight N/A

Garryl
2016-02-26, 09:59 PM
Isn't the cloak of dispersion a bit cheap?


Probably is. It's been a little while since I made any magic items, so I'm a bit rusty eyeballing prices. That said, since you only die at -10, any hit it protects against still leaves you at -5 at best, so you're still unconscious. It's roughly equivalent to dying at -15 instead of at -10 at low levels when everything's hitting you with claws and non-magical sticks.

Bohandas
2016-03-03, 01:36 AM
I don't know how to properly stat items for 3.5, but I'll throw some ideas out there:

15. Animate Marbles: these function as normal marbles (can cause enemies to become flatfooted or fall prone) except that each one contains a tiny spirit that obeys your commands. A swarm of animate marbles can be willed to move up to 30' on your turn.

These would likely have Mage Hand and/or Cheat as a prerequisite. They'd also be likely to be sold individually.



16. New Years Candles: These candles were designed for New Years celebrations, but they have other uses as well. These colorful candles produce loud, festive noises when their flames burn out.

These would probably have either Ghost Sound and/or Sonic Snap (Horizikaul's Cough) as prerequisites (therefore aurs of faint evocation and/or faint illusion). Perhaps have a small chance (DC 9 fortitude avoids) save to deafen any creature careless enough to be standing in their square when they go off for 1d4-1 rounds. And would probably have a cost less than 30 gp.

Xzoltar
2016-03-03, 10:51 PM
# 26 - Almost non-magical its rather a custom made armor using different sources.

Double-Life Armor (Body)

This long sleeve doublet is stretch to the body and is considered a light armor. It was craft from two different layers of cloth surrounding a chainmail. It provide a +3 Armor bonus with a maximum dexterity bonus of +6, a -1 Armor Check Penalty and 25% Arcane Spell Failure. This shirt is reversible with one black side conferring a +2 Circumstance bonus on Stealth checl and the other side looking like normal artisan clothing.

MAGICAL PROPERTIES

As a Move Action the wearer can transform his current garments into any other non-magical set of clothing. These new clothes fit him perfectly and are always clean and mended unless he specifically designates otherwise. The wearer can revert the cloth to their original form as a Free Action.

Price Cost 340 gp ; Weight 20 lbs ; Slot Body ; Aura Faint Illusion ; Magic Item level 6th
Craft Wondrous Item, Arms & Armors ; Spells : Disguise Self, Magic Vestment

Xzoltar
2016-03-03, 11:06 PM
# 27 - non-magical armor using differents sources.

Fireproof Robe (Body)

This dark masterwork fireproof segmented leather robe have thousands of interlocking metal rings conceal within. This provides the wearer with a +4 Armor bonus (Maximum Dexterity +5, -1 Armor Check Penalty, 15% Arcane Spell Failure). The armor robe is fitted to be wear like normal clothing making it much easier to don hastily and more flexible than traditional armor. Whenever the wearer do so he doe's not incur the normal increase in armor check penalty and get no penalty to his armor bonus. The robe dosent risk catching fire and is considered a Light Armor.

Price Cost 900 gp ; Weight 25 lbs ; Slot Body ; Aura None ; Magic Item level --
Craft Armorsmith and Leatherworking

Xzoltar
2016-03-03, 11:14 PM
# 28 - non-magical cloak again using differents sources.

Defensive Cloak of Many-Pockets (Shoulders)

This dark leather Cloak is outfitted with many concealed pockets including three extra pocket that are sewn into the inner lining of the cloak that each allow the storage of one tiny item or no more than 2 lbs. You gain a +15 Circumstance bonus on Sleight of Hand check to conceal items within your cloak. Because thoses pockets are lined in lead, neither the extradimensional space nor any items thereom are visible to many divination spells. The Cloak is currently holding :


Empty Flash (x3)

The Cloak also have two leather sheaths that can each hold a light weapon and if your other hand is empty you can draw the weapon sheathed as a Move Action. Currently holding :


2x Dagger (1d4 Piercing or Slashing, 19-20 x2, Range 10ft)

As a Swift Action you can ready or stow the cloak in your hand to use it as a Shield and gain a +1 Shield bonus to armor or +2 when Fighting Defensively or in Total Defense. While you have it in hand you can also use it to Disarm an opponent with a +4 Circumstance bonus on your CMB. If you possess the Quick Draw feat you can ready or stow the cloak as a Free Action once per round. You can also use the cloak over the foe’s head when grappling instead of doing damage. Doing so you lose the shield bonus to armor but the target is considered Blinded. You can’t be disarm of your cloak you only need to take it back to your hand if it is disarmed and the opponent can’t pick-it up. When using the cloak as a Shield you also gain a +4 Circumstance bonus to Parrying attempts.


Price Cost 220 gp ; Weight 4 lbs ; Slot Shoulders ; Aura None ; Magic Item level --
Craft Leatherworking and Tailoring

Bohandas
2016-03-27, 01:09 PM
29.) Weightless Item: This item weighs nothing and will stay wherever it is when you let go of it without falling or ascending. Unlike an immovable rod however it offers no resistance to being moved. (price: item price + 100 gp for each pound of the item's normal weight for items up to 5 lbs. Aura: faint transmutation. Prerequisites: Craft Wondrous Item, prestidigitation or mage hand or telekinesis (up to 1 lb) OR Craft Wondrous Item, mage hand or telekinesis (up tp 5 lb). cl 1)

Jormengand
2016-03-28, 07:53 AM
30) Cloak of Autonomous Flight: This cloak - really more like a big cape - has a tall collar but no hood or sleeves. When thrown, it automatically starts flying of its own accord. It can fly and blind like an animated object of its intended wearer's size but has only 15 hit points and no hardness and it can't attack. The real purpose of the cloak, however, is that it also has the carrying capacity of an animated object of its size. It follows its owner as fast as it can, remaining 5 feet behind, unless directed to do otherwise.

Because the cloak has no hands, it can't manipulate objects properly, though it can pick most things up well enough to carry them on its back. It can't carry creatures, though.

Because the cloak flies clumsily and attempts to follow you, if you aren't careful the cloak will crash into a wall, dropping everything and becoming inanimate again. It needs to be picked up and thrown again to restart its flight. The cloak can only fly for an hour per day.

Diminutive and Fine cloaks of autonomous flight do not exist.

(CL 3; Craft Wondrous Item, floating disk; Price 100 gp per size category of the intended wearer above diminutive.)

avr
2016-03-28, 12:36 PM
31) Exchanging Lockboxes Once each day at a fixed time (set when they are created) the contents of one of these small (6"x6"x1') lead boxes (the 'slave') teleports into the other if they are within 30' at the time and the 'master' box is unoccupied. No line of effect is required.

Market Price 900 gp (pair), Weight 5 lb each, Aura faint conjuration
CL 3, Craft Wondrous Item, Apport Item (PF; I expect there's an equivalent somewhere in 3.5, or you could use the PF spell to research an equivalent.)

Lycanthrope13
2016-03-28, 12:49 PM
# 28 - non-magical cloak again using differents sources.

Defensive Cloak of Many-Pockets (Shoulders)

This dark leather Cloak is outfitted with many concealed pockets including three extra pocket that are sewn into the inner lining of the cloak that each allow the storage of one tiny item or no more than 2 lbs. You gain a +15 Circumstance bonus on Sleight of Hand check to conceal items within your cloak. Because thoses pockets are lined in lead, neither the extradimensional space nor any items thereom are visible to many divination spells. The Cloak is currently holding :


Empty Flash (x3)

The Cloak also have two leather sheaths that can each hold a light weapon and if your other hand is empty you can draw the weapon sheathed as a Move Action. Currently holding :


2x Dagger (1d4 Piercing or Slashing, 19-20 x2, Range 10ft)

As a Swift Action you can ready or stow the cloak in your hand to use it as a Shield and gain a +1 Shield bonus to armor or +2 when Fighting Defensively or in Total Defense. While you have it in hand you can also use it to Disarm an opponent with a +4 Circumstance bonus on your CMB. If you possess the Quick Draw feat you can ready or stow the cloak as a Free Action once per round. You can also use the cloak over the foe’s head when grappling instead of doing damage. Doing so you lose the shield bonus to armor but the target is considered Blinded. You can’t be disarm of your cloak you only need to take it back to your hand if it is disarmed and the opponent can’t pick-it up. When using the cloak as a Shield you also gain a +4 Circumstance bonus to Parrying attempts.


Price Cost 220 gp ; Weight 4 lbs ; Slot Shoulders ; Aura None ; Magic Item level --
Craft Leatherworking and Tailoring

Love this.

avr
2016-03-28, 12:50 PM
32) Witnessing Kohl When you apply this makeup to the eyes of another you may watch through their eyes as long as you maintain concentration thereafter. Your body is helpless while doing so, though you are aware of its surroundings normally and may end the effect as an immediate action. You gain no special ability to cast spells or use supernatural abilities via the person being watched through. The effect also ends if they move outside a range of 200' of your body.

Market Price 280 gp, Weight -, Aura faint transmutation
CL 4, Brew Potion, Enter Image (PF)

Chaos_Laicosin
2016-03-29, 01:37 PM
33. Elemental touched shuriken: A bag of 5 shuriken dealing one extra point of elemental damage. One each of acid, cold, electricity, fire, and sonic. (375gp)

Bohandas
2016-03-30, 10:23 PM
33. Elemental touched shuriken: A bag of 5 shuriken dealing one extra point of elemental damage. One each of acid, cold, electricity, fire, and sonic. (375gp)
Aura: Faint Evocation; Prereqs: Craft Magic Arms and Armor, at least three of the followingAcid Splash, Electric Jolt, Flare, Ray of Frost, Sonic Snap

VoodooPaladin
2016-04-01, 02:29 AM
34.
Trident of Unerring Fishermanship
This spear appears to be a normal, if slightly-worn trident made of tin or copper, with a trailing line made of waterproofed rope. Though it is a +1 trident, its design is ineffective for combat: attacks made with it take a -4 penalty. Such is not its intended purpose. If used for spearfishing, either by jabbing or throwing it into a body of water containing fish, it will catch at least one every time. If necessary to catch a fish, it will extricate itself from it wielder's hand, or even redirect itself in mid-air. It will not, however, exceed the length of its trailing line, provided the line is held firm.

Multiple variants of the Trident of Unerring Fishermanship exist. One is a harpoon*, crafted to be used as a projectile in technologically-advanced harpoon-salvo launchers, which can best be described as shipboard gattling guns. Such machines can feed a ship's crew for months if a large enough school of fish chances by. Another variant is the Trident of Unerring Anchoring, which seeks solid mooring instead of fish. River pirates and swamp-dwellers favor them for their lightness, simplicity, and the ability to near-instantly affix a trailing line to a nearby tree or shoreline.

Faint evocation; CL 3th, Craft Magic Arms And Armor, magic weapon, spiritual weapon; Price 318 gp; Weight 15 lb.

*Frostburn, page 76.

infinitum3d
2016-04-01, 11:10 AM
35. Tensers Floating Coin

This is an enchanted coin that floats in mid air. It can support up to a hundred pounds in weight and floats for sixty seconds.

What good is it?

You can create a distraction. Stack a few porcelain plates on it and hide around the corner. When the plates crash to the ground, you sneak past three guards.

Rogue killed the sentry too soon? Stick this in his mouth and he'll stand at attention for a minute. Long enough for you to get a good distance away before it's noticed.

Throw a sheet over it and instant ghost.

Float a bag of black powder over a fire and run.

Figure out a way to tie a rope to it and the halfling can climb it or run across it.

...

This was originally a cheap cantrip a level 1 mage created just to learn spellcraft.

Bohandas
2016-04-02, 12:44 AM
35. Tensers Floating Coin

This is an enchanted coin that floats in mid air. It can support up to a hundred pounds in weight and floats for sixty seconds.

What good is it?

You can create a distraction. Stack a few porcelain plates on it and hide around the corner. When the plates crash to the ground, you sneak past three guards.

Rogue killed the sentry too soon? Stick this in his mouth and he'll stand at attention for a minute. Long enough for you to get a good distance away before it's noticed.

Throw a sheet over it and instant ghost.

Float a bag of black powder over a fire and run.

Figure out a way to tie a rope to it and the halfling can climb it or run across it.

...

This was originally a cheap cantrip a level 1 mage created just to learn spellcraft.

Single use or multiple?

infinitum3d
2016-04-03, 10:46 PM
Multiple use- if you can get it back. :-)

infinitum3d
2016-04-03, 10:49 PM
36. Invisible Cloak.

I love this one. NOT a cloak of invisibility, but a cloak that you cannot see.

Why?

On a cold, wet night, if you've got a cloak pulled up tight and a hood over your ears, you can't hear or see that rogue sneaking up to backstab you and he knows it. But if you're wearing an invisible cloak, the rogue thinks you can hear and you can see, so he will leave you alone.

Gildedragon
2016-04-04, 02:12 AM
37: Magestone Ring 800gp
Faint Divination
This adamantine ring is set with a cabochon cut water opal. When within 20' of a spell the ring begins to glow; the intensity of the light indicates the strength of the most powerful aura around:
Lingering: glow that does not change illumination
Faint: as a candle
Moderate: as a lamp
Strong: as a torch
Overwhelming: as a daylight spell, and has a 5% chance of burning out, being rendered useless

When occupying the ring slot of someone with at least 5 ranks in Spellcraft the ring's color indicates the school of magic of the strongest aura within 20'

White: Universal
Red: Evocation
Orange: Conjuration
Yellow: Abjuration
Green: Enchantment
Cyan: Enchantment
Blue: Divination
Purple: Necromancy

1 foot of stone, three feet of wood, 1 inch of metal, or a thin sheet of lead prevent an aura from being detected.

After being exposed to a source of magic for 24 hours the ring becomes attuned to it and ceases to detect its presence. It will resume detecting the source of magic if separated from it for 48 hours by a barrier that prevents it from being detected or a distance of 60 feet.

Chaos_Laicosin
2016-04-04, 02:33 PM
38: Alchemist's Wallet - A tiny pouch that transmutes 1 oz of lead into 1 copper piece. Takes one hour from when the lead is inserted to complete the process. Can only transmute 1 oz of lead per hour. Cost: 901gp
Aura: faint transmutation; Prerequisites: craft wondrous item, polymorph any object

Gildedragon
2016-04-04, 02:58 PM
38: Alchemist's Wallet - A tiny pouch that transmutes 1 oz of lead into 1 gold piece. Takes one hour from when the lead is inserted to complete the process. Cost: 150gp
Aura: faint transmutation; Prerequisites: craft wondrous item, polymorph any object
This is pretty damn strong. Worth well over 150 gp, considering it is doing something PAO explicitly can't do: "This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine" and it pays for itself within a week (at which point you buy/make a second, one week hence you buy/make 2)

VoodooPaladin
2016-04-04, 03:54 PM
Gonna have to agree on that. D&D runs on Gold-to-Magic equivalency, so the Philosopher's Stone is a Major Artifact on concept alone.

Eldan
2016-04-04, 06:01 PM
39 Glass of Image Capturing

his lens-shaped piece of crystal can store the image of an object or scene. The crystal captures up to one minute of visual footage of anything happening in one ten-foot cube up to 30 feet away from the crystal. It can only store one such scene at a time. It can replay a stored scene up to three times, at which point the scene is erased and a new one can be recorded.

Craft Wondrous Item, Silent Image, market price ~700 gold.

40 Paper Wall

This piece of black paper can be stood on one edge, at which point its size increases to 10 ft. by 10 ft., though it still only has one hit point. The Paper Wall has an illusory effect on it that makes it look like a stone wall, or, if there is any other wall touching it, like a continuation of that wall.

Craft Wondrous Item, Illusory Wall, market price ~700 GP

Gildedragon
2016-04-04, 07:16 PM
41: Spelltuning Rosin
80gp Faint Transmutation
This transparent block of blue-green resin smells of strange magical forests, and is slick to the touch, but never slips.
Once a day an individual may apply the Spelltuning Rosin to a musical instrument they know how to use (have ranks in the appropriate perform skill). This grants the instrument a +2 circumstance bonus for all perform checks made with it; making an instrument's notes clearer and perfect. The effect of the rosin lasts for an hour after application.
A single block of Spelltuning Rosin has enough resin for 50 applications.

Craft Wondrous Item, Tuning Fork, Craft Alchemy 5 ranks, Perform (any) 5 ranks

japanecake
2016-04-04, 09:00 PM
42 magic firecrackers: when thrown fo 1D4 fire damge and creates random magic enchantment or effect ie, rains frogs, creates faerie fire in 5 yrd radius, turns target into lady bug for 2 rounds, etc

Gildedragon
2016-04-04, 09:41 PM
43: Innocent Lockpicks
200gp, .5 lbs, No Aura
This set of nondescript masterwork thieves' tools is coated in a matte black lacquer, that seems brittle enough to break. They are favored by spies and thieves that cannot afford to be caught with the tools of their trade.
By succeeding in a DC 5 strength check or dealing 1 point of damage an individual can break the brittle coating, making the tool dissolve into a puff of smoke and a puddle of ordinary water, destroying the evidence of any wrongdoing.
Because of their fragile nature these tools have a chance of breaking. If the would-be lockpicker rolls a natural 1 on an Disable Device or Open Lock check and fails to disable the device or open the lock,there is a 5% chance the tool snaps in their hand.
The item's properties are wholly mundane, but spells are required in its construction.
Craft Wondrous Item, a set of masterwork thieves' tools, stone metamorphosis, 50gp

44: Ringing Bell
400 gp, faint Telepathy/Divination
You see something, a play of light, a fleeting image; a smell reaches your nose, a taste your tongue; or you overhear a snippet of talk. Suddenly there insight strikes and you remember something you have forgotten. On your ear, a little crystal bell jingles silently.
A Ringing Bell seems like a bad prank, this small crystal bell is silent, no matter how much or how hard it is shaken; it does, however produce a faint subsonic vibration that stirs memories and unearths subconscious associations.
Once per day the Ringing Bell may be used to retry a failed knowledge check. Activating this power involves a full round of observation and introspection.
Ringing bells are often sold as earrings, or sewn onto hems or belts.
Cheaper, single use versions exist (40 gp); and more expensive versions that grant a bonus to the knowledge check exist (+2 competence bonus, +200gp; +4 bonus, +800gp)
Craft Universal Item, call to mind
OR
Craft Wondrous Item, guidance, fox's cunning

Eldan
2016-04-05, 04:02 AM
44: Cloak of Purity

Favoured by professions such as sewer workers, morticians and even some butchers, the cloak of purity serves to keep the wearer clean and free from infection. In appearance, it looks like a floor-length oilskin cloak, including a hood, sleeves and buckles at the front.

When properly buckled on, which takes a full-round action, the wearer gains a +1 resistance bonus on fortitude saves against natural inhaled or contact diseases and inhaled or contact poisons, as well as all effects based on smells (such as a troglodytes stench) and a +2 inherent bonus on all strength or escape artist checks to escape from sticky substances (such as tanglefoot bags or the web spell).

As a move action, the cloak can be made to clean itself, removing all dirt and stains from it.

Craft Wondrous Item, Resistance, Market Price ~1000 GP

WhiteBread
2016-04-05, 03:44 PM
45 : Compass of Directions

A magical Compass directing to the nearest object or location of the word spoken last to it. For example: Water! And it shows to nearest lake, mug filled with water or whatever.

Craft Wondrous Item, Know Location and Direction, Market Price ~500 GP

infinitum3d
2016-04-06, 08:27 AM
Alchemist's Wallet - A tiny pouch that transmutes 1 oz of lead into 1 gold piece. Takes one hour from when the lead is inserted to complete the process. Cost: 150gp
Aura: faint transmutation; Prerequisites: craft wondrous item, polymorph any object

This is pretty damn strong. Worth well over 150 gp, considering it is doing something PAO explicitly can't do: "This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine" and it pays for itself within a week (at which point you buy/make a second, one week hence you buy/make 2)

I once had an Alchemyst's Coinpurse. Every day at sunset the purse would 'create' a copper piece.

What good is it?

Well, sometimes a single copper is enough to buy a piece of bread. Not bad if you're starving.

Also, if you collect the copper piece every day, that's the equivalent of 3+ gold each year. Not a lot but like Ben Franklin said, a penny saved is a penny earned.

Also, if you've got good negotiation skills, you can probably convince a tribe somewhere that you've got strong juju, which is especially good if you're a low level rogue with no magical ability.

Also, along that same Negotiation line, you can possibly sell it to someone for a decent price if you can convince them it's more valuable than it seems.

Oh, and to be clear, it doesn't actuality create copper. The Wizard that crafted it connected it to an abandoned dwarven copper mine. The copper mine still has about 30 GPs worth of copper left, so the bag should last about 10 years.

Tony
[email protected]
https://www.kickstarter.com/projects/1141200191/the-lair-of-the-black-dragon

Chaos_Laicosin
2016-04-06, 10:39 PM
This is pretty damn strong. Worth well over 150 gp, considering it is doing something PAO explicitly can't do: "This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine" and it pays for itself within a week (at which point you buy/make a second, one week hence you buy/make 2)

I edited my post. I suppose it was kinda strong with the 1 gp. I was just trying to add some sort of investment character trait that would be based in an item instead of a banker NPC of sorts.

So assuming that a character what right on top of putting in that lead whenever they could (aside from sleeping) that would be about 16 cp per day or about 60 gp per year. Maybe its more useless than flavour this way?

Gildedragon
2016-04-07, 08:51 AM
I edited my post. I suppose it was kinda strong with the 1 gp. I was just trying to add some sort of investment character trait that would be based in an item instead of a banker NPC of sorts.

So assuming that a character what right on top of putting in that lead whenever they could (aside from sleeping) that would be about 16 cp per day or about 60 gp per year. Maybe its more useless than flavour this way?

More reasonable but PCs would be a 24 hour thing. Get an undead or a construct to be doing that all day long. 0.24gp a day is more flavor than power. Takes over a year to pay back the investment.
Question: what happens when a magical lump of lead (which magic can produce) goes into the device?

Bohandas
2016-04-12, 12:02 AM
46.) Rosetta- These are mithril coins, worth 100 gp each, with an entire book's worth of text inscribed on them in tiny print. They're not magical but generally require either a fabricate spell or advanced technology to produce. (This is actually based on a real technology see: https://en.wikipedia.org/wiki/HD-Rosetta)

Aniikinis
2016-04-20, 12:56 PM
45. Goo Pouch of the King Slime: This small cloth bag produces a sticky slime that can be smeared on anything and set aflame, similar to a renewable pouch of gelatinous Alchemist's Fire. However, this substance can also become extremely slippery when a single drop of blood.
This pouch allows a character to:

Use Grease(as the spell) 5/day and it deals 1d2 damage per use in this fashion, this usage of Grease is very flammable and can be ignited with Spark, unlike the normal spell.
Create up to 4 vials of Alchemist's Fire per day with a DC 15 Craft:Alchemy check.
Once per day a character can turn the pouch upside down and turn it inside out to produce a tiny-sized Giant Amoeba that will obey the orders of the owner of the pouch to do any non-attack related action, The pouch cannot be used after this action has been taken until the beginning of the next day after the Giant Amoeba has disappeared.

The Giant Amoeba is made of the same substance as the pouch produces and thus if ignited can be thrown at a creature to act as a constant fountain of Alchemist's Fire, if the Giant Amoeba is used in this way it expires at the beginning of the 4th round unless killed before then. If not used as a living fountain of fire the Giant Amoeba will disappear after 10 hours have passed.

Bohandas
2016-04-20, 02:44 PM
Does the giant ameoba look like a real ameoba scaled up, or like a jrpg slime blob?

Aniikinis
2016-04-20, 07:26 PM
It can be fluffed either way, but I don't think it'd matter to the enemies or our players if they saw a ball of gelatinous flames soaring towards them.

sengmeng
2016-04-21, 08:42 PM
47. from my campaign setting: Backus crystal. A piece of this green crystal becomes attuned to an individual if it is within one foot of them for twenty four hours. While they possess it, they gain a mild psychic ability. They gain a +1 insight bonus to reflex saves, and they automatically make search checks for anything which can be found with a search check, like an elf with regards to secret doors, except they lose this ability after finding a single object per day. An attuned crystal remains attuned to it's owner until it becomes attuned to a different owner. 300 gp.

kardillamo
2016-04-22, 12:41 AM
48. Compass of Need
A compass that points to the nearest public restroom with a range of up to 5 miles. If 5 miles away from an available bathroom, will simply point to the nearest tree.

49. Peeping Tom's Guide to Relaxing
A leather bound book, fairly large, unassuming embossed cover, when opened the pages are all blank except in the middle of the book where the pages act like a window, treating the book as transparent from the reader's point of view.

sengmeng
2016-04-23, 02:10 PM
48. Compass of Need
A compass that points to the nearest public restroom with a range of up to 5 miles. If 5 miles away from an available bathroom, will simply point to the nearest tree.

49. Peeping Tom's Guide to Relaxing
A leather bound book, fairly large, unassuming embossed cover, when opened the pages are all blank except in the middle of the book where the pages act like a window, treating the book as transparent from the reader's point of view.
<3

50. Claysteel. This metallic looking substance is malleable like modeling clay, and becomes as hard as steel when given a command word, holding whatever shape it was sculpted into until the command word is spoken again. It can only harden and soften once per day. It is a favorite of thieves who can sometimes sculpt a duplicate key, defeat a lock, and quickly soften and squish the key to hide evidence. It's usefulness as any tool depends on the Craft (sculpture) skill of the user. It costs 1200 gp per pound, but it is usually used and sold in much smaller amounts (an ounce, at 75 gp, can often be useful).

Bohandas
2016-05-07, 12:44 PM
51.) Everclean Clothes: Twice per day at a command word this article of clothing instantly cleans itself of most mundane types of dirt and stains (Faint abjuration; CL 3rd; Craft Wondrous Item, Prestidigitation; Price ~+135gp, maybe less)

52.) Everpristine Clothes: Twice per day at a command word this article of clothing instantly cleans itself of most mundane types of dirt and stains, and once per day can mend itself as per the mending spell. (Faint abjuration; CL 3rd; Craft Wondrous Item, Prestidigitation; Price ~+694gp, maybe a bit less?)

LastCenturion
2016-05-08, 06:31 PM
53) Feather token of the elements

This feather token works exactly like most tokens it shares a title with, but when used dissolves into one of the following things, as chosen by the user:
1) A blaze of heat, lighting all prepared fires within 5 feet of the user, also dealing 1d6 fire damage to anything within five feet of the user
2) six gallons of pure water, as per the spell create water with caster level 3
3) A clear breeze, removing any poisonous gases or smokes within 30 feet of the user
4) A solid lump of stone in a roughly spherical shape with a diameter of approxiamately five feet, appearing just in front of the user
After use, the normally dark feather takes on a much paler hue, commonly beige.

250 gp

Gildedragon
2016-05-08, 10:53 PM
54: Training Whistle
This silvery whistle produces no sound when blown; but it can make friendly animals perform deeds they had never done.

When used within 30' of an animal with a disposition of friendly or better towards the whistler the animal immediately performs (but does not learn) a trick: selected when the whistle was created. Whistles are often sold in sets of 3 related tricks or the full 12. Using the whistle is a move action that does not provoke attacks of opportunity.
Single: 110 gp
Trio: 300 gp
Full Set: 1100 gp

Shpadoinkle
2016-05-09, 09:39 PM
A few that I've seen in my games/heard about from other players.

- Blue-green bottle: Tiny glass bottle, two inches long. Touch the mouth of it to something green and the object touched turns blue. Touch it to something blue, and it turns green.

- Curly stick: An otherwise nonmagical quarterstaff that coils up like a spring when it gets wet. As it dries out it gradually straightens again.

- Perfectly balanced spear: A shortspear that you can easily balance on its tip.

- Gassy salt: Normal looking and tasting salt, but anyone who ingests it produces loud flatulence for 1d6 minutes afterward.

Also not really in the spirit of the thread but I remembered it anyway, but in one 2e game one of the randomly generated treasures was a flaming sword. The party wizard claimed it and only ever used it to start campfires.

sengmeng
2016-05-11, 03:43 PM
59ish

Weight Loss Pill

This is actually a tiny potion inside a dissolvable capsule. It eliminates some of the consumer's weight for 30 minutes. The first pill eliminates 25% of the consumer's weight, and each subsequent pill is half as effective. This allows the consumer to essentially subtract that amount of weight from his encumberance. If he is only carrying a light load, it also adds a +2 to all jump checks. Eating one to five pills is a swift action. 35 gp.

VoodooPaladin
2016-05-12, 03:48 PM
Weight Loss Pill

This is actually a tiny potion inside a dissolvable capsule. It eliminates some of the consumer's weight for 30 minutes. The first pill eliminates 25% of the consumer's weight, and each subsequent pill is half as effective. This allows the consumer to essentially subtract that amount of weight from his encumberance. If he is only carrying a light load, it also adds a +2 to all jump checks. Eating one to five pills is a swift action. 35 gp.

So that's why everyone's so thin in fantasy...

LastCenturion
2016-05-14, 10:46 AM
Stones of Awareness 50gp
These small stones (about half a pound each) come in attuned sets of two or more. Each stone after the second adds 25gp to the base price of the set. If you are holding a stone, you can use a swift action to determine the exact location of every other stone attuned to yours. This ability functions like the Locate Object spell, but has a range of half a mile. These stones are primarily used either by adventuring parties with invisible members, or by merchants to keep track of their carts and employees. By increasing the cost by 50%, you can increase the range by up to 2 and 1/2 miles, applied as many times as you like. Once a set of stones is made, no other stones can be attuned to that set; for this reason most producers make larger sets and hope to slip the extra awarenesses by when selling in smaller numbers.

reqs: Create Wondrous Item, locate object

archon1212
2016-05-15, 06:16 AM
Stones of Awareness 50gp
These small stones (about half a pound each) come in attuned sets of two or more. Each stone after the second adds 25gp to the base price of the set. If you are holding a stone, you can use a swift action to determine the exact location of every other stone attuned to yours. This ability functions like the Locate Object spell, but has a range of half a mile. These stones are primarily used either by adventuring parties with invisible members, or by merchants to keep track of their carts and employees. By increasing the cost by 50%, you can increase the range by up to 2 and 1/2 miles, applied as many times as you like. Once a set of stones is made, no other stones can be attuned to that set; for this reason most producers make larger sets and hope to slip the extra awarenesses by when selling in smaller numbers.

reqs: Create Wondrous Item, locate object

In a Similar manner, but Different Fuff:

61. True Love's Rings.

A pair of simple golden bands, identical in every way. When someone wears one ring, they can sense the location and state of the wearer of the other (as locate object, and deathwatch), with any range (but only on the same plane).
150gp for the pair. Faint Divination and Necromancy Prequesites: CL1, Craft Ring, Deathwatch.

62. Perfect Lighter.

A short piece of red quartz crystal, about two inches long, and a quarter inch wide. When the comand word is said, a flame is emited from one end. This flame is enough to light nearly anything flamable. However, it is barely large enough to hurt - it does only 1 point of fire damage when held against the skin for a round.
100gp. Faint Evocation. Prequisites: CL1, Craft Wondrous Item, Any spell with the [fire] Descriptor.

63. Wizards Ice.

A handful of small stone cubes, pale blue in color, and half a cubic inch in size. These stones are perpetually noticable cold. They aren't good for much besides keeping drinks cold, but they sure are good at that. a substancially larger quantity could be used to keep food preserved, but that would require many more - enough to pack the food, as though one were useing ice for the purpose.
50gp for a set of 8. Faint Transmutation. Prerequisites: CL1, Craft Wondrous Item, Any spell with the [Cold] descriptor.

Bohandas
2016-05-15, 04:42 PM
64.) Mug of Flavor - This mug temporarily imparts any water poured into it wih a flavor chosen at the time of the mug's creation. The flavor chosen cannot be extremely strong. Water flavored in this manner loses it's flavor 30 minutes after leavig the mug.
(faint transmutation/illusion; CL 1; Prereqs: Craft Wondrous Item, Prestidigitation; Price: <~50-125gp? [1/8 of lv1/2 spell at lv1 x 2000 gp for use activated; though arguably 1/10 of 1/2 of a 1/2 level spell])

sengmeng
2016-05-26, 10:59 PM
65). Formal Sash. When worn, this sash takes up the amulet slot, and creates a charm that the rest of the wearer's clothing is also formal. True Seeing does not negate this effect, but being mindless does. There is normally no saving throw, but a DC 25 spot check or physically touching the wearer reveals the deception. The reason True Seeing doesn't work is that the sash draws all attention to itself, and does not actually change the appearance of the rest of the outfit. 300 gp, caster level 7th, Craft Wondrous Item, Obscure Object.

DeadpanSal
2016-05-26, 11:21 PM
66. Chalk of Dimension Door - This single use item allows you to create a portal to a square 400 feet away in any cardinal direction you choose. If the intended square does not allow passage, the door appears in another, randomized direction to ensure the user's safety. After use, the piece of chalk vanishes somewhere into the astral plane.
GP - 500 per piece

Bohandas
2016-05-27, 12:47 AM
65). Formal Sash. When worn, this sash takes up the amulet slot, and creates a charm that the rest of the wearer's clothing is also formal. True Seeing does not negate this effect, but being mindless does. There is normally no saving throw, but a DC 25 spot check or physically touching the wearer reveals the deception. The reason True Seeing doesn't work is that the sash draws all attention to itself, and does not actually change the appearance of the rest of the outfit. 300 gp, caster level 7th, Craft Wondrous Item, Obscure Object.

So Mind Blank would work though then.

sengmeng
2016-05-27, 08:31 AM
So Mind Blank would work though then.

Yeah, and any sort of immunity to charms or mind-affecting effects.

Bohandas
2016-09-03, 12:25 AM
67.) Bag of Tricks (Tattered Sackcloth): As a normal Bag of Tricks except charges are per day rather than per week but the user can only draw out ordinary mundane bugs and worms, one at a time as usual.

EDIT
prerequisites: craft wondrous item, summon nature's ally 1, or summon monster 1, or insect plague
price: ~40-200gp

DuctTapeKatar
2016-09-03, 02:45 PM
Sphinx Ring
A small band with a little head of a lion, made from either metal, bone, or wood. By stroking the band while worn, the lion whispers a riddle based on events which its wearers has witnessed, and the riddles can vary widely in difficulty- from simple riddles to questions only previous wearers could logically answer. If the answer is correct, the ring purrs, while if incorrect, it roars. It is mostly used to pass the time during long travels, but nobles have been known to use them in party games.

Fool's Ace
To the untrained eye, this unassuming card is a faded ace of any suit. However, on further inspection, the "A" is actually a small rune which creates weak illusions. By tapping the Fool's Ace against another card, the rune changes that card into another ace- and any card touching the changed card is also changed, turning the entire hand into all aces. The illusion is broken by taking the cards affected by the magic and shuffling them. These cards are used for cheating in games, but there has been the occasion where a Fool's Ace has been implemented where the goal is to find the original card before the entire deck becomes identical and has to be re-shuffled.

Glove of Booping
A childish toy. Upon command, this sheepskin glove flies around and pokes a chosen person's nose or cheek. It then becomes limp and falls onto the ground. More complicated forms of magic allow the glove to act on its own, but those are more complicated and expensive, while these are made by apprentices who are practicing simple animation and sold for pocket change. Perfect for practical jokes! Max range of 30 feet. If no target is given, the glove veers back and pokes the person who sent it away.

red_kangaroo
2016-09-04, 03:44 AM
#71 Mace of Minor Missiles
This masterwork light mace can be activated as a full-round action that provokes attacks of opportunity to shoot a lesser magic missile dealing 1 point of force damage with a maximum range of 30 feet.
Faint evocation; CL 1st; Craft Rod, magic missile, lesser; 1.001 gp :smalltongue:

#72 Gourmand’s Ring of Many Flavours
The user of this ring will taste any food she eats with the flavour she believes the food will have, with no conscious control over what the flavour will be.
For example, eating a sweetroll after being told it’s salty will make the sweetroll taste salty to the user. Eating a poorly cooked meal if it looks tasty will make it delicious to the user, as he is led to believe it will be delicious. Eating an unflavoured food the user have eaten before will add the flavour the user remembers, etc.
Faint universal; CL 1st; Forge Ring, prestidigitation; 30 gp

#73 Minor Ring of Deflection
Three times per day as an immediate action, the user can increase his AC for given attack by 1.
Faint abjuration; CL 1st; Forge Ring, deflect, lesser; 50 gp

#74 Major Ring of Deflection
Three times per day as an immediate action, the user can negate a single melee, ranged, spell, or psionic attack by blocking the pyhisical attack or line of effect.
Faint evocation; CL 2nd; Forge Ring, wings of cover; 500 gp

Bohandas
2016-10-23, 09:54 PM
75.) Everburning Candle- Dimly illuminates a 5-foot radius around itself forever. The flame is illusory and cannot burn things.
faint evocation; CL 1; Craft Wondrous Item, Continual Flame; 11 gp

sengmeng
2016-10-24, 10:56 PM
76) Rope Golem

This is basically a rope with a permanent version of animate rope, but it also has the capability to slither like a snake at a rate of 20 feet per round and can climb with a +5 bonus. Otherwise, it can only take the commands that are allowed by the animate rope spell. It does not count as a creature; it cannot provide a flanking bonus or impede a creature moving through its square (unless commanded do entangle them).

Craft Wondrous Item, caster level 3rd, animate rope, faint transmutation, 500 gp.

Bohandas
2016-11-03, 11:04 PM
77.) Mirror of Vampiritic Reflection: This is a mirror specially designed to reflect vampires as if they were normal creatures
faint evocation or illusion (see prerequisites); Price: cost of the unenchanted mirror + 35 gp or + 15% of base cost, whichever is more; Craft Wondrous Item, Lesser Image OR Invisibility Purge

JoshuaZ
2016-11-04, 08:50 PM
I'm not sure about pricing for some of these and have noted those with a ? after the price.

78: Very Tiny Cognizance Crystal: This functions just like a 1 point Cognizance Crystal but using the point from the crystal also requires expending psionic focus or increase the manifesting time for the relevant power by 1 minute. Cost 250 gp.

79: Poor Assassin's Dagger: This functions just like a masterwork dagger, but you get a +2 competence bonus on Sleight of Hand checks to conceal it (stacking with the usual +2 bonus for concealing a dagger). Cost: 350 gp?
Creation: Craft Magic Arms and Armor, Caster level 5th.

The next two are objects from my last campaign made by a young girl who was a bit of a prodigy when it came to necromancy:

80: Selmara's Coin: A small copper piece. It grows extremely cold when an undead creature is within 60 feet of it.
Cost 1000 gp. (Note: The logic behind the cost is that it is less useful than an item of continuous detect undead which is normally a first level spell, so treating it as a continuous cantrip makes sense). Creation: Craft Wondrous Item, Able to cast Detect Undead

81: Pearl of the Apprentice Necromancer:
This small solid sphere of bone about 1 inch in diameter acts like a first level Pearl of Power but it can only be used to recover a first level prepared necromancy. Similar pearls made of other substances exist for the other schools of magic, but no being can benefit from more than Pearl of the Apprentice in a 24 hour period. The cost is half that of a normal first level Pearl of Power, and the creator must either be a specialist wizard in that school or have Spell Focus in that school in addition to the usual requirements for crafting a Pearl of Power.

82. Lucky Healing Band
A small strip of thin white leather. When the wearer casts a cure spell or spell-like ability, there is a 50% chance that it will heal one extra hit point. After it has healed an extra point, the Band will then cease to function for 24 hours. A similar black band exists that acts the same for inflict spells and spell-like abilities.
Cost 100 gp? Creation: Craft Wondrous Item, able to cast Cure Light Wounds as a spell or spell-like ability.

83. Bell of Strengthened Undead
This small hand bell is made from a black, almost tarnished metal. Once a day if it is rung as part of when one casts a spell or uses another ability that summons, animates or undead, that undead has 1 extra hp.
Cost 750 gp? Creation: Craft Wondrous Item, either able to cast Animate Undead or have the Augment Summoning feat and the ability to cast a spell which can summon undead.

84. Tea Set of Calming Nerves. This tea set consists of 5 matching teacups but only one of them, with a slight nick on the bottom is actually magical. The first time anyone drinks tea from the magic teacup they get a +1 competence bonus to bluff check and diplomacy checks for the next ten minutes as long as they continue to hold and sip tea. Cost 250 gp.

85. Deck of Minor Fortunes. This deck of cards allows one to gain small amounts of information from shuffling the deck and then dealing the top few cards. You must think carefully about a specific being that you wish to gain information about. To properly interpret the result one must make a Profession(fortune teller) check with DC 15. This check is made by the DM, rather than you, and a natural 1 is an automatic failure even though it is not normally a failure for skill checks. If you fail the check, you get a random result which may be true or false. Regardless of your check, you roll a 1d10 to determine what information you gain: 1: is that being a spellcaster? 2 Is the being within 300 feet of you? 4) Is the being within 1 mile of you? 5) Is the being within 10 miles of you 6) Is that being alive? 7) Is that being happy with its lot in life? 8) Roll twice and get answers to both questions (ignoring 8, 9 or 10) 9) Pick one question from 1-7 and get the answer to that question 10) Choose two questions from 1-7 and get answers to those questions. (I am unsure what a reasonable price is for this one.)
Creation: Craft Wondrous Item, able to cast augury or be a specialist wizard in divination.

86. Soft Violin, This very small violin creates a small magical field causing bardic music effects used with it to be only heard by beings in 15 feet. However, when used in this fashion, it allows a bard who has the ability to Inspire Competence to use Inspire Competence for Move Silently checks (Stealth checks if in Pathfinder).
I'm unsure what price and creation for this one should be.

LastCenturion
2016-11-04, 10:04 PM
87: Servo
This mechanical being exists solely to serve its creator. It is a Dimunitive animated object made of any metal, of a shape determined by its maker at the time of crafting, has one hit point. It will do anything that its creator verbally tells it to do, even including suicidal actions, but has no will of its own besides.
(Minor transmutation; CL 3rd; Craft Wondrous Item, Prestidigitation; 25 sp)

Servo
Dimunitive Magical Construct
Hit Dice: 1d1 (1 hp)
Initiative: -2
Speed: 25 feet
Armor Class: 12 (10 + 4 size - 2 dex)
Base Attack/Grapple: -1/-14
Attack: Slam -1 melee (1d4-5)
Full Attack: Slam -1 melee (1d4-5)
Space/Reach: 0 feet
Special Attacks: -
Special Qualities: Contruct Traits, Instant Companion, Mostly Harmless
Saves: Fort 0, Ref -2, Will -4
Abilities: Str 1, Dex 6, Con -, Int 4, Wis 2, Cha 6
Skills: Hide +10
Feats: -
CR: 1/32

Instant Companion: A Servo is constructed with a Craft (Weaponcrafting) check instead of the normal process for crafting magic items. The Craft DC for the check is 11. As a side effect of this faster creation process, a Servo only has one hit point. Ever.

Mostly Harmless: Any attack by a Servo deals nonlethal damage instead of lethal damage.

ArcanaGuy
2016-11-08, 08:05 AM
I've been working on some 'Trinkets' for my games - little, mundane magic items which are only a tiny piece of an at-will prestidigitation spell. I price them, for the most part, at 100gp, because they are so not worth a full prestidigitation spell (which would be a 1000 gp cost) but I'm thinking of dropping them further to only 50 gp. They're meant to add flavor to the post-apocalyptic fantasy world, as many of the magic items found in the ruins of the previous high-fantasy civilization will be these stupid little trinkets useful for daily life and not for adventuring. For the most part, they allow for a circumstance bonus to a profession check. I'll be writing up a lot more of these!

88: Stylist's Shears
This slim little silver pair of scissors has a long, ornate handle but short blades - the handle wrought in the shape of flowing hair. When someone uses it to try to cut through hair on a living head, or a living creature's fur, will pass harmlessly through the hair and instead lengthen it instead, at the rate of one inch per minute for an entire head. It cannot be used to lengthen the hair of anyone whose hair has been cut in the last week. It does need to be used on existing hair, so it can do nothing for bald spots. The lengthened hair is permanent.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

89: Barber's Brush
This brush has a shimmering, mother-of-pearl handle over a willow-wood body, and the colors inside that mother of pearl change and shift in calming and subtle patterns. When someone pictures a color and brushes through a person's hair or a creature's fur with it, the brush changes the color of their hair to match the mental palette. If the person doing the brushing does not picture a specific image, there is a 50% chance that a totally random color that the user can see is used instead. The color change is permanent, but newly grown roots afterwards will not show the color change.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

90: Architect's Stylus
This hardwood stick is carved into the shape of a quill, and is obviously very nice craftsmanship, but the most stringent cleaning cannot get rid of the dust that always collects on it. When used to draw over a surface, it raises the surface with material created as if from nowhere by anywhere from an eighth of an inch to an inch, depending on the mental command of its wielder. If no mental idea of this is in place, it defaults to an eighth of an inch. This can be raised further with repeated touches - but the structures thus drawn are still subject to physics, and regardless of what they seem to be made of, they are rather fragile and easily broken. It can also be used to destroy a similar amount of material - but only material created by that same stylus in the first place. After the last touch-up to a drawn structure is made, it will last an hour before crumbling away into nothingness - but it can be made to last longer if someone keeps making a minor adjustment to the structure with the stylus every so often.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

ArcanaGuy
2016-11-10, 12:43 AM
I made some more for you guys!

91: Toasting Knife

This serrated blade has a darkly stained wood handle with a full tang on its fine steel blade. Simple but well-crafted, this is the sort of knife that is passed down to the next generation. When it is pressed against a substance that the wielder thinks of as food, it heats up the food as if the blade was red-hot, though any living being touching the blade will find it cool to the touch. Its most common use is in toasting bread at the same time as cutting it from the loaf.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

92: Folder of Sorting

This is a leather accordion folder tied shut with a leather strap round a wooden button. When someone takes out a number of papers and other lightweight objects from inside its pockets and lays them out on a table, the user can place their hand on the folder and declare, "Return!" At that time, all items within five feet that had been removed from the folder within the next 24 hours will return to the folder in a sedate and orderly manner. If any items had been placed into the folder after everything had been removed, it resets the contents of the folder to the new item, and the older contents will not return. If anything is more than five feet away when the command to return is given, then it is lost from the folder's memory until it is manually placed back in the folder once more.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

93: Thermal Bottle

This is a tin bottle with a cap that latches on tight with soft leather creating a good seal. The bottle does not let any heat pass in or out of it. Warm contents stay warm, cold contents stay cold. The outside of the bottle does not change temperature to match the inside, remaining at the temperature of the surroundings. Additionally, the bottle's interior stays clean at all times - even water or glue will not stick to the inside of the bottle. This thermal bottle was often used to store one's lunch so it was still as hot and fresh as when it was poured in, but was originally invented in a larger form as a secret still - the brew inside would stay hot even though there was no heat source, letting it be stashed in out-of-the-way crevices without worrying that it'd set something on fire.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

94: Coldbox

This sturdy chest made with several layers of wood with cloth between them is enhanced with a simple spell to cool down everything inside it to a certain temperature and then keep it there. Some butchers have even had an entire room enhanced with this spell.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

JoshuaZ
2016-12-04, 09:48 PM
95 Enchanted Wax Seal An enchanted wax seal can be placed on a small object, most commonly a letter. If the seal is opened without saying the proper word (chosen when the seal is placed), it bursts into a brief flame (doing 1 damage to the being trying to open it, with a DC 11 reflex save to negate). This will destroy the letter. (Cost 10 gp. Craft Wondrous Item, Arcane Mark and a fire spell).

Bohandas
2016-12-05, 03:03 AM
96.) Darkandle- a magic candle that moves the light in a 5-foot radius one step towards shadowy illumination, from daylight to torchlight equivalent, from torchlight to shadowy illumination, and from darkness to shadowy illumination. Unlike the darkness spell it does not block darkvision or low-light vision.
Price ~50-300 gp. Prereqs: Craft Wondrous item, darkness

Morphic tide
2016-12-05, 11:01 AM
For 3.5/PF, as that's what I'm most familiar with the setup for pricing:

#97Templock Armor: This armor is extraordinarily easy to make for it's effect, owing to it's simplified enchantment. Upon it or it's wearer being hit with fire or cold damage, that damage is stored at a 1 to 4 ratio, losing one stored damage per minute. Each round, the wearer takes the stored damage. If Cold damage is stored and Fire damage is taken, or vice versa, the damage cancels out at a 1 to 4 ratio. For example, if there is 16 Cold damage stored, the wearer takes 4 Cold damage per round. If they are hit with 16 Fire damage while they have 16 Cold damage stored, the Fire damage is negated and the amount of stored Cold damage is reduced to 12. If the armor has no damage stored, then taking 16 Fire damage negates the damage and stores 4 Fire damage.
Faint Evocation; CL 5th; Craft Magic Arms and Armor, Heat Metal and Chill Metal; Price 1,000 GP

The basic idea here is that it acts as a damage offsetting effect. After 4 turns, you've taken the same damage as you would without it, unless you are getting hit by Fire and Cold damage in short time periods. Rather situational, and broken as hell on some character setups. Like if you are healed by Fire or Cold damage. Or get a ring of energy resistance to counter some amount of the damage. Taking an effective 10 rounds per stored point is a rather nasty thing to heal through, given the time span involved. You either have to break it wide open or have a caster hit you with Fire and Cold spells to even it out, which plays on luck. Basically, this item is cheap because it sucks in a lot of cases.


#98Marking Marker: A magically infused writing implement, the Marking Marker is mostly a time saving tool for Wizards. A Marking Marker has three charges, restoring one charge each day. At any time, with no limit on uses, a Marking Marker can be used to cast Arcane Mark at CL 1 as a Swift action. A Marking Marker can also expend a charge to lower the spell slot of any spell that involves writing by one level and can halve the crafting time of Scrolls by expending two charges.
Faint Abjuration; CL 5; Craft Wondrous Item, Arcane Mark; Price 500 GP

As is, it's just a time saver. Sure, being able to cast Explosive Runes out of a second level spell slot can be nasty, but it isn't at the level of needing high end stuff to pull. The Scroll crafting speed up is a bit of an assist to getting the scrolls going in time-sensitive campaigns.

LastCenturion
2016-12-05, 04:22 PM
#97Templock Armor: This armor is extraordinarily easy to make for it's effect, owing to it's simplified enchantment. Upon it or it's wearer being hit with fire or cold damage, that damage is stored at a 1 to 4 ratio, losing one stored damage per minute. Each round, the wearer takes the stored damage. If Cold damage is stored and Fire damage is taken, or vice versa, the damage cancels out at a 1 to 4 ratio. For example, if there is 16 Cold damage stored, the wearer takes 4 Cold damage per round. If they are hit with 16 Fire damage while they have 16 Cold damage stored, the Fire damage is negated and the amount of stored Cold damage is reduced to 12. If the armor has no damage stored, then taking 16 Fire damage negates the damage and stores 4 Fire damage.
Faint Evocation; CL 5th; Craft Magic Arms and Armor, Heat Metal and Chill Metal; Price 1,000 GP

The basic idea here is that it acts as a damage offsetting effect. After 4 turns, you've taken the same damage as you would without it, unless you are getting hit by Fire and Cold damage in short time periods. Rather situational, and broken as hell on some character setups. Like if you are healed by Fire or Cold damage. Or get a ring of energy resistance to counter some amount of the damage. Taking an effective 10 rounds per stored point is a rather nasty thing to heal through, given the time span involved. You either have to break it wide open or have a caster hit you with Fire and Cold spells to even it out, which plays on luck. Basically, this item is cheap because it sucks in a lot of cases.

It's not that it's overpriced, but it's way too complicated to ever see print except as an artifact. It took me three read-throughs before I actually understood what it's saying, and I'm still not sure I have it exactly right. The examples helped though.

Morphic tide
2016-12-05, 04:57 PM
It's not that it's overpriced, but it's way too complicated to ever see print except as an artifact. It took me three read-throughs before I actually understood what it's saying, and I'm still not sure I have it exactly right. The examples helped though.

It would be much easier if the standard was number equations. And complexity has little to do with whether or not an item is an Artifact. *glares at Rod of Lordly Might*

ArcanaGuy
2017-01-06, 03:08 PM
99: Smoking Can

A small tin can with a nozzle and a squeeze-pump handle. Every time the handle is squeezed, smoke emits from the nozzle and swiftly dissipates. This smoke will not fill a room or make it hard to breathe. Food that the smoke touches is infused with a smoky flavor - but none of the other aspects of smoking. The smokiness is slight and cumulative, so the amount of flavor added can be controlled. The taste remains at full strength for 24 hours, then fades slowly over the next 24 hours until it is completely gone.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

100: Compass Marble

A tiny tin globe hanging from a string. As a standard action, you can attune the marble to a known direction or a seen landmark. For the next hour, there will be a small phantom line that emits from the globe in the set direction, or pointing at the observed landmark. Any teleport effect will cause the marble to lose its attunement. As a standard action, one can 'reset' the globe in the same direction it is always pointing, but one can only reset the globe to a landmark if one can see it at the time.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

101: Sky Marble

A tiny marble which glows with a soft light. Sunlight suffuses an area around the marble about the size of a small planter - but only enough to keep a small planter running, and only as much sunlight as is in the sky above. Useful for indoor growing, but not good for a light source. Normal-vision races can use it as a candle only if the light outside is good. Low-light races can use it as anywhere from a candle to a torch, depending.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

102: Stick-proof Pots

A minor enhancement makes sure these pots are always clean and fresh as the day they were made - nothing will stick to them, no matter how adhesive or sticky, except for the bottom and handles which are left normal. These were left unaffected because a side effect causes the pots to be extremely slippery. These pots never need cleaning as whatever's inside will just slide right out.
Craft Wondrous Item, Prestidigitation, Cost 100gp.

103: Cleaning Charm

This small silver charm is usually hidden within a larger piece of jewelry - sometimes obviously, sometimes hidden inside another decoration. The charm, when worn, ensures that any filth or dirt on the wearer and their clothes is cleaned slowly away at the rate of one square foot every round. The charm must be put on before the clothes become dirty - it is thus 'impressed' on the charm what a clean state is. Mis-made charms which do not have this limitation can be made, but they 'clean' the dye out of fabrics, seeing it as a stain rather than an intended coloration.
Craft Wondrous Item, Prestidigitation, Cost 100gp (does not include cost of jewelry it's set in).

104: Grimeless Tools

Usually, this is a solid, well-made wrench, though it always seems just a little bit dirty, no matter how much it's cleaned, though there are screwdrivers, needle-nose pliers, and other such variants. When this tool is set to a bolt, screw, or other such appropriate fastener, it ejects all filth, grime, and rust from around the fastener over the next several rounds. Caution: Wear eye protection while using this tool as expelled filth can unexpectedly occur at high velocity.
Craft Wondrous Item, Prestidigitation, Cost 100gp (does not include cost of tool).

Bohandas
2017-05-07, 02:47 PM
105.) Weightless Rope/Skyhook Rope: This is a mostly ordinary silk rope, except that it is completely weightless.
Faint transmutation and universal; cl 1-3; Prerequisites- Craft Wondrous Item, prestidigitation; Price- ~127gp per 10 feet (somewhere between 75 and 610 gp per 10 feet)

rferries
2017-05-07, 05:24 PM
106) Magician's Hat

This tall conical hat is made of fine dark-blue cloth sewn with silvery stars and moons. The wearer may use prestidigitation at will, but each specific effect (cleaning, flavouring, conjuring items, etc.) of the prestidigitation requires a specific command word (typically "Presto Change-O!", "Abracadabra!", "Alakazam!", etc.)
Faint universal; CL 1st; Craft Wondrous Item, prestidigitation; Price 800 gp.

VoodooPaladin
2017-06-01, 04:16 AM
107: "Denomination"

The Denomination is a shiny spherical object about 2 cm. in diameter, normally brassy red or violet in color. It has no purpose whatsoever, save that it is a minor artifact and is thus nearly invulnerable. Large numbers of Denominations can be used as marble slicks sized for Tiny creatures, building materials (optimum effect: 2 per sq. in. of surface area), space-efficient large bills, and even insulation against magic aura detection.

Faint conjuration; CL 22nd, Craft Wondrous Item, major creation, wish; Price 4 pp (40 gp)

jqavins
2017-06-01, 03:22 PM
I just found this, so I'm catching up.

10.) Set of Healing Crystals: These crystals, when stood up in a circle/ellipse around a resting character, allow the character a 75% chance to regain 1 additional hit point per 8 hour rest period or to definitely regain 2 additional hit points per full day rest period, and have a 50% chance on any given day where at least 8 hours are spent under their effect to grant a +1 resistance bonus to either the character's save against a disease afflicting them (but only one if they have more than one disease) or, at their discretion, a healer's check to treat a disease afflicting them (but only one if they have more than one disease). (CL 3rd; Craft Wondrous Item, resistance or cure minor wounds or necrosurgery OR Craft Universal Item, vigor; Price 500 gp {of which ~200-460 of which is simply the cost of the crystals themselves and doesn't contribute to xp cost or creation time})
For the effects that require there be only one disease present, wouldn't it make more sense to say that it can affect only one disease, that the user must choose one if more are present?


14.) Correcting Quill: Anything written with this pen is always spelled coreectly (provided that the writer is actually familiar with the word they're trying to write, and also that they're not trying to spell incorrectly deliberately), and never smudges. (CL 3; Craft Wondrous Item, amaunesis, prestidigitation; Price ~12-150 gp)
Another ability; perhaps another item, but I'll assume not. When the quill is waived over a written sheet, all the words are re-written in a neat, orderly hand with all cross-outs and corrections incorporated. (I envisioned this ability long ago as an item to sell to Hogwarts students.)


29.) Weightless Item: This item weighs nothing and will stay wherever it is when you let go of it without falling or ascending. Unlike an immovable rod however it offers no resistance to being moved. (price: item price + 100 gp for each pound of the item's normal weight for items up to 5 lbs. Aura: faint transmutation. Prerequisites: Craft Wondrous Item, prestidigitation or mage hand or telekinesis (up to 1 lb) OR Craft Wondrous Item, mage hand or telekinesis (up tp 5 lb). cl 1)
Make it invisible and it becomes the Emperor's New Magic Item.

Something a past DM of mine came up with:
108. Spoon of Seasoning. Using this spoon while cooking anything, whether in a mixing bowl, a pot, a mug, or what have you, imparts the perfect seasoning to the food. It can't make bad ingredients good, but it can make the best of anything that is reasonably OK to begin with. Great when subsisting on rations or living off the land.

And I have a character who wants these:
109: Tattoo Sheathes: This is a finely made pair of punch dagger sheaths, with straps to attach them to the upper arms. When put in place and filled with daggers (magical or not) the sheathes and knives flatten and sink into the skin, becoming tattoos. When the user pantomimes drawing the knives, i.e. making the same motion as if the sheathes were not magical, the knives come out and the sheathes return to normal. They flatten back into tattoos again when the knives are re-sheathed.

jqavins
2017-06-07, 02:54 PM
110: Potion of Enjoyment
Have you ever been at a party or a convention or some such, and bored stiff, overstimulated by the loud music, or otherwise miserable? Sure, we all have. This potion alters your state of mind so that you are able to fully enjoy the gathering for a period of four hours.

I've never worked on pricing, so I can't answer this for myself (at least not quickly). The 3.5 SRD has no rings less than 2000 g.p., but also no lesser effects than Protection +1. Could rings with any lesser effects be made cheap enough? Pass Without Trace, for example? Maybe various other 0th and 1st level spell effects?

Also, if any such rings are possible, some could also be useful fashioned as horseshoes instead. Horseshoes of Endure Elements would be good for one. Horseshoes of Pass Without Trace would be awesome. (And as a tangent, there are quite a number of rings that I'd like to have fashioned as horseshoes, all costing 2000 g.p. and up of course. Horseshoes are vastly underappreciated as a medium for magic items; a character of mine once commissioned a set of +5 Horseshoes from a mage-smith for his warhorse. And I'm sure we could all come up with more great ideas if we think about it for a little while. Maybe I'll start a new thread.)

Edit: And here it is (http://www.giantitp.com/forums/showthread.php?526879-(3-5-or-not)-Magic-Horse-Shoes&p=22079155#post22079155).

Vogie
2017-06-08, 10:55 AM
111. Status Portrait
500 GP, Slotless
Aura faint divination, CL 2nd
This portrait is made by a master artist of an individual. The holder of the portrait can take a standard action to know the painted individual's status, as the spell.

Bohandas
2017-06-18, 09:50 PM
112.) Health Heart:
This is a dripping bloody heart ripped out of some animal. If eaten it restores 1d8 hp. If this pushes the user above their normal max HP it grants the balance as temporary hp lasting 30 minutes. It also grants a +2 enhancement bonus to strength for 30 minutes. Weak Necromancey; CL 3; Craft Wondrous Item, Death Knell; 300 gp

gooddragon1
2017-06-19, 04:50 AM
Something a past DM of mine came up with:
108. Spoon of Seasoning. Using this spoon while cooking anything, whether in a mixing bowl, a pot, a mug, or what have you, imparts the perfect seasoning to the food. It can't make bad ingredients good, but it can make the best of anything that is reasonably OK to begin with. Great when subsisting on rations or living off the land.

113. Chef's Fork. If the command word is spoken (usually something said before eating by the culture of the creator of the fork at hand) while this fork is pointed at food or water, it affects it as the purify food and drink spell. It also makes bad or inedible food into food of average quality for its intent such as burnt bread into average bread (if it's burnt insects, it's still going to be insects, they'll just be cooked appropriately).

Weak Transmutation; CL 1; Craft Wondrous Item, Purify Food and Drink; 900 gp.

Note: It is possible for other eating utensils to be created with this function (such as chopsticks with a command word of...)

Gildedragon
2017-06-20, 10:50 PM
114. Rod of Impermeability
This rod has a heavily hooked handle, and is often built into walking canes.
When pointed up this rod surrounds the bearer in a 5' radius sphere that keeps all water out. This effect pushes away water from mud, leaving only dry dirt underfoot, water, and most other non-magical liquids. The only magical liquids it repels are aligned water, and magically polluted water.

Moderate Abjuration; CL 3; Craft Rod, Dessicate, 750gp

larger versions exist that extend their protection in a 10' or even 15' radius sphere.

Garryl
2017-06-21, 01:04 AM
I'm crossposting this from minmaxboards, since it's down. Here's my personal collection of 'brewed cheap magic items.

Attunement
Some items are noted as requiring a period of attunement. This functions just like the many magic items in the Magic Item Compendium that must be worn for a certain amount of time before function, except explicitly tied together under a unified mechanic.

You must wear an item that requires attunement for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours. Some items specify a different attunement period, but otherwise function the same.

If a single item combines the properties of multiple items, such as a headband of refocusing and intellect +2, only the properties that normally require attunement are limited by it; the other properties, which normally require no attunement, still function even while the item is still attuning itself.


Miscellaneous and Slotless

Bag of Ectoplasmic Bullets
Price: 350 gp
Body Slot: --
Manifester Level: 1st
Aura: Faint metacreativity
Activation: Free (use-activated)
Weight: 5 lb.

A bag of ectoplasmic bullets creates an ectoplasmic sling bullet appropriate to your size whenever you reach for one, which dissipates into its constituent ectoplasmic particles after 1 minute. The bullet is a masterwork weapon, thus granting a +1 enhancement bonus on attack rolls with it.

Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item, bolt.
Cost to Create: 175 gp, 14 xp, 1 day.


Bedroll of Awareness
Price: 125 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint divination
Activation: --
Weight: 5 lb.

The penalty on Listen checks to wake up while sleeping in a bedroll of awareness are halved (reduced to only -5).

Prerequisites: Craft Wondrous Item, alarm.
Cost to Create: 62.5 gp, 5 xp, 1 day.


Case of Ectoplasmic Bolts
Price: 350 gp
Body Slot: --
Manifester Level: 1st
Aura: Faint metacreativity
Activation: Free (use-activated)
Weight: 1 lb.

A case of ectoplasmic bolts creates an ectoplasmic crossbow bolt appropriate to your size whenever you reach for one, which dissipates into its constituent ectoplasmic particles after 1 minute. The bolt is a masterwork weapon, thus granting a +1 enhancement bonus on attack rolls with it.

Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item, bolt.
Cost to Create: 175 gp, 14 xp, 1 day.


Enhanced Caltrops
Price: 100 gp (+1); 400 gp (+2); 900 gp (+3); 1600 gp (+4); 2500 gp (+5)
Body Slot: --
Caster Level: 5th
Aura: Faint universal
Activation: --
Weight: 2 lb.

These caltrops have an enhancement bonus, granting them a +1 to +5 enhancement bonus on their attack rolls and to the damage they deal when stepped on, and allowing them to bypass DR/magic. As they fly and have no weight, incorporeal creatures are not at risk of being attacked by enhanced caltrops simply from fighting over them or moving past their space, but the caltrops do attack them if they attempt to rise through the surface on which the caltrops are scattered. Incorporeal creatures attacked this way do not gain the benefit of cover and receive no armor bonus against the caltrops' attack, but their movement is not impeded (they are not slowed and they need not stop charging or running) if they are damaged, and the usual 50% chance to ignore damage from a corporeal source applies as normal.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, creator’s caster level must be at least three times the caltrop's bonus.
Cost to Create: 50 gp, 4 xp, 1 day (+1); 200 gp, 16 xp, 1 day (+2); 450 gp, 36 xp, 1 day (+3); 800 gp, 64 xp, 2 days (+4); 1250 gp, 100 xp, 3 days (+5).


Flint and Steel of Safe Camping
Price: 25 gp
Body Slot: -- (held)
Caster Level: 1st
Aura: Faint evocation
Activation: Varies (use-activated)
Weight: --

This set of flint and steel is embossed with the symbol of a flame within a double circle.

Any fire made with flint and steel of safe camping will not spread beyond 5 feet from the initial location. Any part of the fire actively taken outside of this range (such as a lit torch) will continue to burn down whatever object is lit, but will not spread to other objects.

Prerequisites: Craft Wondrous Item, flare.
Cost to Create: 12.5 gp, 1 xp, 1 day.


Quiver of Ectoplasmic Arrows
Price: 350 gp
Body Slot: --
Manifester Level: 1st
Aura: Faint metacreativity
Activation: Free (use-activated)
Weight: 3 lb.

A quiver of ectoplasmic arrows creates an ectoplasmic arrow appropriate to your size whenever you reach for one, which dissipates into its constituent ectoplasmic particles after 1 minute. The arrow is a masterwork weapon, thus granting a +1 enhancement bonus on attack rolls with it.

Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item, bolt.
Cost to Create: 175 gp, 14 xp, 1 day.


Returning Caltrops
Price: 25 gp
Body Slot: --
Caster Level: 1st
Aura: Faint transmutation
Activation: Standard (command word)
Weight: 2 lb.

In addition to functioning as normal caltrops, on command, if you are within 30 feet of the square in which they are scattered and are holding open the bag they came in, returning caltrops will gather themselves up and fly into their bag.

Prerequisites: Craft Wondrous Item, mage hand.
Cost to Create: 12.5 gp, 1 xp, 1 day.



Arms (bracelets, bracers)

Animation Reinforcement Bracers
Price: 500 gp
Body Slot: Arms
Caster Level: 5th
Aura: Faint necromancy
Activation: --
Weight: 5 lb.

These heavy steel bracers look almost like shackles on a golem's wrists.

Animation reinforcement bracers reinforce the magics binding an animating spirit or force to a construct, preventing it from escaping or dissipating when the construct takes great damage. If the wearer is a construct, the bracers prevent it from being destroyed at 0 hp. Instead, it acts like a living construct, being destroyed only at -10 hp. Such a construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, the construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert construct wearing animation reinforcement bracers does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.

Prerequisites: Craft Construct, Craft Wondrous Item, false life.
Cost to Create: 250 gp, 20 xp, 1 day.


Bolstering Bracers
Price: 360 gp
Body Slot: Arms
Manifester Level: 1st
Aura: Faint psychometabolism
Activation: Immediate (use-activated)
Weight: 1 lb.

Once per day after taking damage, you can activate bolstering bracers to gain 5 temporary hit points for up to 1 minute. These temporary hit points do not apply against the damage you took, but they do apply against subsequent attacks.

Bolstering bracers require attunement.

Prerequisites: Craft Universal Item, vigor.
Cost to Create: 180 gp, 15 xp, 1 day.


Bracelets of Assistance
Price: 150 gp
Body Slot: Arms
Caster Level: 3rd
Aura: Faint divination
Activation: --
Weight: 1 lb.

You gain a +2 insight bonus on all attack rolls and skill checks made to aid another. If you succeed, you grant an additional +1 insight bonus to your beneficiary's attack roll, Armor Class, or skill check.

Prerequisites: Craft Wondrous Item, guidance.
Cost to Create: 75 gp, 6 xp, 1 day.


Bracers of Aura Dilation
Price: 200 gp (least); 1000 gp (lesser); 4000 gp (moderate); 16000 gp (greater)
Body Slot: Arms
Caster Level: 5th
Aura: Faint enchantment
Activation: --
Weight: 1 lb.

Bracers of aura dilation grant an enhancement bonus to the radius of your auras. The bonus depends on the strength of the bracer and the base radius of the aura, excluding any modifiers or bonuses (such as the Dilate Aura class feature).



Bracers of
MinimumOriginalAuraRadius


aura dilation
60 feet
30 feet
10 feet
5 feet

Least+10 feet+5 feet----
Lesser+30 feet+15 feet+5 feet--
Moderate+60 feet+30 feet+10 feet+5 feet
Greater+120 feet+60 feet+20 feet+10 feet


Prerequisites: Craft Wondrous Item, heroism.
Cost to Create: 100 gp, 8 xp, 1 day (least); 500 gp, 40 xp, 1 day (lesser); 2000 gp, 160 xp, 4 days (moderate); 8000 gp, 640 xp, 16 days (greater).



Body (robes, armor)

Neophyte's Robes
Price: 500 gp
Body Slot: Body
Caster Level: 3rd
Aura: Faint universal
Activation: --
Weight: 3 lb.

These robes enhance your ability to cast cantrips and orisons. For the purpose of 0-level spells you cast, you gain a +2 enhancement bonus to your caster level, and a +1 enhancement bonus to the spell's save DC.

Prerequisites: Craft Wondrous Item, detect magic.
Cost to Create: 250 gp, 20 xp, 1 day.



Face (eye lenses, goggles, masks)

Mask of Mad Panic
Price: 250 gp
Body Slot: Face
Caster Level: 2nd
Aura: Faint enchantment
Activation: --
Weight: 1/2 lb.

While wearing this mask, fear becomes frenzy and panic becomes madness. While you are frightened or panicked, instead of running away or cowering, you act as though you are confused (as the spell, treat the source of your fear as the "caster" of the confusion). If you are panicked, roll twice and take the higher d% result when determining your actions. You are still subject to all other effects of those conditions.

Prerequisites: Craft Wondrous Item, lesser confusion.
Cost to Create: 125 gp, 10 xp, 1 day.



Feet (boots, sandals, shoes)

Soft-Step Soles
Price: 100 gp (least); 500 gp (lesser); 1000 gp (greater)
Body Slot: Feet
Caster Level: 1st (least); 3rd (lesser); 6th (lesser)
Aura: Faint transmutation (least, lesser); moderate transmutation (greater)
Activation: --
Weight: 1/2 lb.

These seemingly simple cloth shoes make your steps light. In addition to functioning as a masterwork tool, granting you a +2 circumstance bonus on Move Silently checks, soft-step soles protect you from putting your weight on dangerous surfaces. Least soft-step soles make it so that you are never at risk of injuring yourself from stepping on non-magical caltrops, thorns, briars, and the like, no matter how fast you move, and grant you a +5 circumstance bonus to your AC against magical ones. Lesser and greater soft-step soles extend that protection to magical caltrops and thorns and also protect you from spike growth, spike stones, and similar magically-created or enhanced thorny terrain. Greater soft-step soles also allow you to ignore penalties to speed, movement, or skill checks associated with movement from such terrains.

Prerequisites: Craft Wondrous Item, longstrider.
Cost to Create: 50 gp, 4 xp, 1 day (least); 250 gp, 20 xp, 1 day (lesser); 500 gp, 40 xp, 1 day (greater).


Sprinting Shoes
Price: 100 gp (lesser); 500 gp (greater)
Body Slot: Feet
Caster Level: 1st (lesser); 4th (lesser)
Aura: Faint transmutation (lesser, greater)
Activation: --
Weight: 1/2 lb.

These simple leather shoes fit snugly. They are emblazoned with a small swoosh symbol that totally isn't product placement.

You gain a +10-foot enhancement bonus to your movement speed while taking the run action (the movement multiplier for running applies to this bonus). Greater sprinting shoes also grant you the benefits of the Run feat.

Prerequisites: Craft Wondrous Item, expeditious retreat.
Cost to Create: 50 gp, 4 xp, 1 day (lesser); 250 gp, 20 xp, 1 day (greater).



Hands (gauntlets, gloves)

Gauntlets of Mighty Smiting
Price: 400 gp
Body Slot: Hands
Caster Level: 4th
Aura: Faint evocation
Activation: --
Weight: --

Gauntlets of mighty smiting grant a +1 bonus on attack rolls and a +2 bonus on damage rolls with smite attacks. These bonuses apply even if the target of the smite attempt is invalid (for example, using Smite Evil against a non-evil creature).

Prerequisites: Craft Wondrous Item, divine favor.
Cost to Create: 200 gp, 16 xp, 1 day.


Hand of Fists
Price: 100 gp (lesser); 400 gp (greater)
Body Slot: Hands
Caster Level: 1st (lesser); 4th (lesser)
Aura: Faint evocation (lesser, greater)
Activation: --
Weight: 1/2 lb.

These leather gloves grant you the benefits of the Improved Unarmed Strike feat. A greater hand of fists also grants you a +1 enhancement bonus on attack rolls with unarmed strikes.

Prerequisites: Craft Wondrous Item, magic fang.
Cost to Create: 50 gp, 4 xp, 1 day (lesser); 200 gp, 16 xp, 1 day (greater).


Ruinous Gauntlets
Price: 100 gp
Body Slot: Hands
Caster Level: 3rd
Aura: Faint transmutation
Activation: --
Weight: 1 lb.

You gain a +4 competence bonus on all Strength checks to break objects with hardness 5 or less.

Prerequisites: Craft Wondrous Item, bull's strength.
Cost to Create: 50 gp, 4 xp, 1 day.



Head (hats, headbands, helmets, phylacteries)

Daunting Helmet
Price: 360 gp
Body Slot: Head
Caster Level: 4th
Aura: Faint enchantment
Activation: Standard (use-activated)
Weight: 2 lb.

This helmet looks more like a skull than a cap.

Twice per day as a standard action, you can make a single melee attack. After resolving your attack, you can attempt to demoralize the creature you attacked with the Intimidate skill (regardless of whether you hit or missed). If your attack hits, you also gain a +4 bonus on your Intimidate check. All normal limitations of that use of the skill apply (ie: you must threaten the creature in melee and it must be able to see you).

A daunting helmet requires attunement.

Prerequisites: Craft Wondrous Item, cause fear.
Cost to Create: 180 gp, 14 xp, 1 day.


Dueling Headband
Price: 200 gp
Body Slot: Head
Caster Level: 1st
Aura: Faint enchantment
Activation: Free (use-activated)
Weight: 1/2 lb.

Once per day, you can activate this item as part of instigating a duel of wills (TOB 27) to force your opponent to participate in the duel of wills and to gain a +4 bonus on your own skill check. This is a mind-affecting enchantment (compulsion) effect.

A dueling headband requires attunement.

Prerequisites: Craft Wondrous Item, Intimidate 4 ranks, charm person.
Cost to Create: 100 gp, 8 xp, 1 day.


Headband of Refocusing
Price: 250 gp
Body Slot: Head
Manifester Level: 2nd
Aura: Faint telepathy
Activation: Swift (use-activated)
Weight: 1 lb.

Once per day, you can use a headband of refocusing to gain psionic focus as a swift action, without provoking attacks of opportunity, and without making a Concentration check.

A headband of refocusing requires attunement.

Prerequisites: Craft Universal Item, empty mind.
Cost to Create: 125 gp, 10 xp, 1 day.


Memory Band
Price: 150 gp
Body Slot: Head
Manifester Level: 1st
Aura: Faint telepathy
Activation: Immediate (use-activated)
Weight: 1 lb.

Once per day, you can activate this item immediately after making a Knowledge check to reroll it. You can use the better of the two results. You must choose whether or not to use this ability immediately after rolling your check, but before you determine its results.

A memory band requires attunement.

Prerequisites: Craft Universal Item, call to mind.
Cost to Create: 75 gp, 6 xp, 1 day.



Shoulders (capes, cloaks, mantles)

Cloak of Dispersion
Price: 250 gp (least); 1000 gp (lesser)
Body Slot: Shoulders
Caster Level: 2nd (least); 5th (lesser)
Aura: Faint transmutation (least, lesser)
Activation: --
Weight: 1 lb.

A thin mists seems to waft off this light cloak. You almost feel lighter just holding it.

Imbued with a vampire's gaseous powers, a cloak of dispersion turns the wearer partially gaseous when at the brink of death, granting DR 5/magic (least) or DR 10/magic (lesser) against any attack that would otherwise reduce your hit points to -10 or lower.

Prerequisites: Craft Wondrous Item, gaseous form.
Cost to Create: 125 gp, 10 xp, 1 day (least); 500 gp, 40 xp, 1 day (lesser).


Cloak of Fortitude
Price: 350 gp (+1); 1400 gp (+2); 3150 gp (+3); 5600 gp (+4); 8750 gp (+5)
Body Slot: Shoulders
Caster Level: 5th
Aura: Faint abjuration
Activation: --
Weight: 1 lb.

A cloak of fortitude offer magic protection in the form of a +1 to +5 resistance bonus on Fortitude saving throws.

Prerequisites: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus.
Cost to Create: 175 gp, 14 xp, 1 day (+1); 700 gp, 56 xp, 2 days (+2); 1575 gp, 126 xp, 4 days (+3); 2800 gp, 224 xp, 6 days (+4); 4375 gp, 350 xp, 9 days (+5).


Cloak of Reflex
Price: 350 gp (+1); 1400 gp (+2); 3150 gp (+3); 5600 gp (+4); 8750 gp (+5)
Body Slot: Shoulders
Caster Level: 5th
Aura: Faint abjuration
Activation: --
Weight: 1 lb.

A cloak of fortitude offer magic protection in the form of a +1 to +5 resistance bonus on Reflex saving throws.

Prerequisites: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus.
Cost to Create: 175 gp, 14 xp, 1 day (+1); 700 gp, 56 xp, 2 days (+2); 1575 gp, 126 xp, 4 days (+3); 2800 gp, 224 xp, 6 days (+4); 4375 gp, 350 xp, 9 days (+5).


Cloak of Will
Price: 350 gp (+1); 1400 gp (+2); 3150 gp (+3); 5600 gp (+4); 8750 gp (+5)
Body Slot: Shoulders
Caster Level: 5th
Aura: Faint abjuration
Activation: --
Weight: 1 lb.

A cloak of fortitude offer magic protection in the form of a +1 to +5 resistance bonus on Will saving throws.

Prerequisites: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus.
Cost to Create: 175 gp, 14 xp, 1 day (+1); 700 gp, 56 xp, 2 days (+2); 1575 gp, 126 xp, 4 days (+3); 2800 gp, 224 xp, 6 days (+4); 4375 gp, 350 xp, 9 days (+5).


Storm Chaser's Cloak
Price: 250 gp (lesser); 5000 gp (greater)
Body Slot: Shoulders
Caster Level: 2nd (lesser); 9th (greater)
Aura: Faint abjuration (lesser); moderate abjuration (greater)
Activation: --
Weight: 1 lb.

A lesser storm chaser's cloak grants you a +5 resistance bonus on saves against wind effects and natural lightning. A greater storm chaser's cloak grants complete immunity instead.

Prerequisites: Craft Wondrous Item, gust of wind.
Cost to Create: 125 gp, 10 xp, 1 day (lesser); 2500 gp, 200 xp, 5 days (greater).



Throat (amulets, brooches, medallions, necklaces, periapts, scarabs)

Amulet of Momentary Courage
Price: 750 gp
Body Slot: Throat
Caster Level: 3rd
Aura: Faint enchantment
Activation: Immediate (mental)
Weight: --

Once per day when you are or would become frightened, panicked, or shaken, you can using this amulet to temporarily negate it. For 1 round, you are not frightened, panicked, or shaken and can act normally. This round does not count against the fear's duration.

An amulet of momentary courage requires attunement.

Prerequisites: Craft Wondrous Item, remove fear.
Cost to Create: 375 gp, 30 xp, 1 day.


Chronocharms
The general rules for chronocharms were originally printed in the Magic Item Compendium.

A chronocharm occupies the throat body slot, but it can be worn simultaneously with any number of other chronocharms, which all function normally. However, you can’t wear more than one of the same chronocharm.

Chronocharms require attunement.


Chronocharm of the Decisive Warrior
Price: 500 gp
Body Slot: Throat
Caster Level: 5th
Aura: Faint transmutation
Activation: Immediate (mental)
Weight: --

A chronocharm of the decisive warrior slows your perception of time, helping you to guide your strikes. When you activate this chronocharm, you can immediately reroll a single critical confirmation roll that you just attempted. The result of the second roll replaces the first result.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, keen edge.
Cost to Create: 250 gp, 20 xp, 1 day.


Chronocharm of the Eternal Meditant
Price: 500 gp
Body Slot: Throat
Caster Level: 3rd
Aura: Faint transmutation
Activation: Immediate (mental)
Weight: --

A chronocharm of the eternal slows your perception of time, giving you a short pause in which to regain your focus. When you activate this chronocharm, you can immediately reroll a single Concentration check that you just attempted. The result of the second roll replaces the first result.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, virtue.
Cost to Create: 250 gp, 20 xp, 1 day.


Chronocharm of the Insistent Fortuneteller
Price: 500 gp
Body Slot: Throat
Caster Level: 7th
Aura: Moderate transmutation
Activation: Free (mental)
Weight: --

A chronocharm of the insistent fortuneteller further slows your perception of time, amplifying the effects of another chronocharm, although it also enhances the effects of other items and abilities that allow you to reroll a roll, such as Luck feats. When you activate this chronocharm, you can immediately reroll a single roll that you just attempted to reroll. This effectively gives you a third chance to succeed. The result of the third roll replaces the earlier results.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, any Luck feat.
Cost to Create: 250 gp, 20 xp, 1 day.


Chronocharm of the Laughing Stranger
Price: 500 gp
Body Slot: Throat
Caster Level: 3rd
Aura: Faint transmutation
Activation: Immediate (mental)
Weight: --

A chronocharm of the laughing stranger slows your perception of time, giving you an extra moment in which to choose your words. When you activate this chronocharm, you can immediately reroll a single Bluff, Diplomacy, or Intimidate check that you just attempted. The result of the second roll replaces the first result.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, glibness.
Cost to Create: 250 gp, 20 xp, 1 day.


Chronocharm of the Master Opportunist
Price: 500 gp
Body Slot: Throat
Caster Level: 5th
Aura: Faint transmutation
Activation: Immediate (mental)
Weight: --

A chronocharm of the master opportunist slows your perception of time, widening any openings your opponents give you. When you activate this chronocharm, you can immediately reroll a single attack roll that you just attempted as part of an attack of opportunity. The result of the second roll replaces the first result.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, Kaupaer's reflexive strike.
Cost to Create: 250 gp, 20 xp, 1 day.


Chronocharm of the Temporal Adept
Price: 500 gp
Body Slot: Throat
Caster Level: 5th
Aura: Faint transmutation
Activation: Immediate (mental)
Weight: --

A chronocharm of the temporal adept, unlike other chronocharms, does not slow your perception of time. Instead, it reinforces your flow through it. When you activate this chronocharm, you can immediately reroll a single saving throw that you just attempted against an effect that would disrupt or alter your personal time, such as a slow spell or a time hop power. The result of the second roll replaces the first result.

This ability functions once per day.

Prerequisites: Craft Wondrous Item, slow.
Cost to Create: 250 gp, 20 xp, 1 day.



Torso (shirts, vests, vestments)

Bladeward Tunic
Price: 200 gp (least); 1800 gp (lesser); 5000 gp (moderate); 20000 gp (greater)
Body Slot: Torso
Caster Level: 2nd (least); 5th (lesser); 9th (moderate); 14th (greater)
Aura: Faint abjuration (least, lesser); moderate abjuration (moderate); strong abjuration (greater)
Activation: --
Weight: 1 lb.

A bladeward tunic grants you DR/bludgeoning or piercing, reducing the damage you take from slashing attacks.

Least: You gain DR 1/bludgeoning or piercing.
Lesser: You gain DR 3/bludgeoning or piercing.
Moderate: You gain DR 5/bludgeoning or piercing.
Greater: You gain DR 10/bludgeoning or piercing.

Prerequisites: Craft Wondrous Item, stoneskin.
Cost to Create: 100 gp, 8 xp, 1 day (least); 900 gp, 36 xp, 2 days (lesser); 2500 gp, 200 xp, 5 days (moderate); 10000 gp, 800 xp, 20 days (greater).


Hammerward Tunic
Price: 200 gp (least); 1800 gp (lesser); 5000 gp (moderate); 20000 gp (greater)
Body Slot: Torso
Caster Level: 2nd (least); 5th (lesser); 9th (moderate); 14th (greater)
Aura: Faint abjuration (least, lesser); moderate abjuration (moderate); strong abjuration (greater)
Activation: --
Weight: 1 lb.

A hammerward tunic grants you DR/piercing or slashing, reducing the damage you take from bludgeoning attacks.

Least: You gain DR 1/piercing or slashing.
Lesser: You gain DR 3/piercing or slashing.
Moderate: You gain DR 5/piercing or slashing.
Greater: You gain DR 10/piercing or slashing.

Prerequisites: Craft Wondrous Item, stoneskin.
Cost to Create: 100 gp, 8 xp, 1 day (least); 900 gp, 36 xp, 2 days (lesser); 2500 gp, 200 xp, 5 days (moderate); 10000 gp, 800 xp, 20 days (greater).


Knifeward Tunic
Price: 200 gp (least); 1800 gp (lesser); 5000 gp (moderate); 20000 gp (greater)
Body Slot: Torso
Caster Level: 2nd (least); 5th (lesser); 9th (moderate); 14th (greater)
Aura: Faint abjuration (least, lesser); moderate abjuration (moderate); strong abjuration (greater)
Activation: --
Weight: 1 lb.

A knifeward tunic grants you DR/bludgeoning or slashing, reducing the damage you take from piercing attacks.

Least: You gain DR 1/bludgeoning or slashing.
Lesser: You gain DR 3/bludgeoning or slashing.
Moderate: You gain DR 5/bludgeoning or slashing.
Greater: You gain DR 10/bludgeoning or slashing.

Prerequisites: Craft Wondrous Item, stoneskin.
Cost to Create: 100 gp, 8 xp, 1 day (least); 900 gp, 36 xp, 2 days (lesser); 2500 gp, 200 xp, 5 days (moderate); 10000 gp, 800 xp, 20 days (greater).


Vest of Arrow Warding
Price: 200 gp (least); 1800 gp (lesser); 5000 gp (moderate); 20000 gp (greater)
Body Slot: Torso
Caster Level: 2nd (least); 5th (lesser); 9th (moderate); 14th (greater)
Aura: Faint abjuration (least, lesser); moderate abjuration (moderate); strong abjuration (greater)
Activation: --
Weight: 1 lb.

A vest of arrow warding grants you DR/-. This damage reduction only applies against ranged attacks.

Least: You gain DR 1/-.
Lesser: You gain DR 3/-.
Moderate: You gain DR 5/-.
Greater: You gain DR 10/-.

Prerequisites: Craft Wondrous Item, protection from arrows.
Cost to Create: 100 gp, 8 xp, 1 day (least); 900 gp, 36 xp, 2 days (lesser); 2500 gp, 200 xp, 5 days (moderate); 10000 gp, 800 xp, 20 days (greater).


Vest of Strike Warding
Price: 200 gp (least); 1800 gp (lesser); 5000 gp (moderate); 20000 gp (greater)
Body Slot: Torso
Manifester Level: 2nd (least); 5th (lesser); 9th (moderate); 14th (greater)
Aura: Faint psychometabolism (least, lesser); moderate psychometabolism (moderate); strong psychometabolism (greater)
Activation: --
Weight: 1 lb.

A vest of strike warding grants you DR/-. This damage reduction only applies against natural weapons (including those that also count as manufactured weapons, such as a monk's unarmed strike).

Least: You gain DR 1/-.
Lesser: You gain DR 3/-.
Moderate: You gain DR 5/-.
Greater: You gain DR 10/-.

Prerequisites: Craft Universal Item, biofeedback.
Cost to Create: 100 gp, 8 xp, 1 day (least); 900 gp, 36 xp, 2 days (lesser); 2500 gp, 200 xp, 5 days (moderate); 10000 gp, 800 xp, 20 days (greater).



Waist (belts)

Handy Belt
Price: 300 gp
Body Slot: Waist
Caster Level: 3rd
Aura: Faint evocation
Activation: Swift (use-activated)
Weight: 1 lb.

You can attach an object to the handy belt or take the object already attached to it as a swift action. A handy belt can hold a single object at a time that weighs up to 5 lb., regardless of its shape or size.

Prerequisites: Craft Wondrous Item, mage hand.
Cost to Create: 150 gp, 12 xp, 1 day.


Porter's Belt
Price: 150 gp
Body Slot: Waist
Caster Level: 3rd
Aura: Faint transmutation
Activation: --
Weight: 1/2 lb.

This belt makes it easier to move under heavy weight. While you are carrying a medium or heavy load, the max Dex bonus imposed by the load is increased by 1 and the armor check penalty it imposes is reduced by 2 (minimum -0). Thus, a medium load would give you a max Dex bonus of +4 and an armor check penalty of -1, while a heavy load would give you a max Dex bonus of +2 and an armor check penalty of -4. This does not affect the max Dex bonus or armor check penalty imposed by wearing armor, using a shield, or other sources.

Prerequisites: Craft Wondrous Item, bull's strength.
Cost to Create: 75 gp, 6 xp, 1 day.



Finger (rings)
None


Augment Crystals (http://archive.wizards.com/default.asp?x=dnd/ps/20070209a)


Augment crystals are small gems, crystals, or similar objects that imbue weapons, shields, suits of armor or other AC granting items (such as bracers of armor) with additional magical effects. They make magic item selection more flexible by allowing characters to change enhancements as they advance in level and face different challenges.

A +1 ghost touch bastard sword, for example, is a big commitment; a truedeath crystal (detailed below), however, is a small item that can be affixed to a weapon only when needed. If your campaign is undead heavy, the truedeath crystal might see a lot of use, but if encounters with undead wane in frequency, the truedeath crystal can be traded for a more appropriate augment crystal. This allows characters to add practical qualities to their favored weapons, without committing to items that could prove relatively useless over a large number of encounters.

An item can only hold a single augment crystal, but that crystal can be exchanged for another one at any time. Attaching or detaching an augment crystal from an item requires a move action, which does not provoke attacks of opportunity. In essence, each weapon contains an item slot that can house a single augment crystal.

Crystals come in three ranks: least, lesser, and greater. The rank describes two aspects of the crystal: its relative power level, and the minimum quality or enhancement bonus of the item required for the crystal to function. A least augment crystal functions when attached to an object of masterwork quality (even a nonmagical one). A lesser augment crystal functions when affixed to an object with a magical enhancement bonus of +1 or higher (such as a +1 longsword). A greater augment crystal functions when bonded with an item with at least a +3 enhancement bonus. Only the item's actual bonus matters: a +3 dagger can house a greater augment crystal, but a +1 flaming keen rapier cannot.



Armor Crystals

Armor Crystal of Empowerment
Price: 1000 gp (least); 5000 gp (lesser); 16000 gp (greater)
Body Slot: -- (armor crystal)
Caster Level: 3rd (least); 9th (lesser); 15th (greater)
Aura: Faint transmutation (least); moderate transmutation (lesser); strong transmutation (greater)
Activation: --
Weight: --

Least: This crystal grants a +1 enhancement bonus to the armor it is attached to.
Lesser: This crystal grants a +3 enhancement bonus to the armor it is attached to.
Greater: This crystal grants a +5 enhancement bonus to the armor it is attached to.

The enhancement bonus granted by the crystal does not allow the crystal to function in and of itself; for example, a lesser armor crystal of empowerment attached to a non-magical armor with the magic vestment spell affecting it does not continue to grant it the +3 enhancement bonus once the magic vestment spell wears off and the armor reverts to having less than the necessary +1 enhancement bonus with which to use a lesser augment crystal.

Prerequisites: Craft Magic Arms and Armor, mage armor.
Cost to Create: 500 gp, 40 xp, 1 day (least); 2500 gp, 200 xp, 5 days (lesser); 8000 gp, 640 xp, 16 days (greater).



Shield Crystals

Shield Crystal of Empowerment
Price: 1000 gp (least); 5000 gp (lesser); 16000 gp (greater)
Body Slot: -- (shield crystal)
Caster Level: 3rd (least); 9th (lesser); 15th (greater)
Aura: Faint transmutation (least); moderate transmutation (lesser); strong transmutation (greater)
Activation: --
Weight: --

Least: This crystal grants a +1 enhancement bonus to the shield it is attached to.
Lesser: This crystal grants a +3 enhancement bonus to the shield it is attached to.
Greater: This crystal grants a +5 enhancement bonus to the shield it is attached to.

The enhancement bonus granted by the crystal does not allow the crystal to function in and of itself; for example, a lesser shield crystal of empowerment attached to a non-magical shield with the magic vestment spell affecting it does not continue to grant it the +3 enhancement bonus once the magic vestment spell wears off and the shield reverts to having less than the necessary +1 enhancement bonus with which to use a lesser augment crystal.

Prerequisites: Craft Magic Arms and Armor, shield.
Cost to Create: 500 gp, 40 xp, 1 day (least); 2500 gp, 200 xp, 5 days (lesser); 8000 gp, 640 xp, 16 days (greater).



Weapon Crystals

Essentia Battery Crystal
Price: 50 gp (least); 200 gp (lesser); 450 gp (greater)
Body Slot: -- (weapon crystal)
Caster Level: 3rd
Aura: Faint necromancy
Activation: Use-activated (free)
Weight: --

An essentia battery crystal functions just like an incarnum weapon crystal, except that they function on a more temporary basis. Once activated (a free action), an essentia battery crystal invests its essentia for 1 minute, after which it becomes burned out and useless. The crystal invests essentia into the weapon to which it is attached, assuming the weapon is an essentia receptacle. When attached to a weapon created through a soulmeld (such as the Incarnum Weapon soulemld), it invests the essentia directly into the soulmeld that created it instead. You can invest your own essentia in the same receptacle as the crystal alongside it. The receptacle's essentia capacity applies as normal, which may prevent the essentia battery crystal from investing the full amount of essentia it has available.

Least: The crystal invests 1 essentia. A least essentia battery crystal can be attached to any soulmeld-created weapon, even if it isn't masterwork.
Lesser: The crystal invests 2 essentia.
Greater: The crystal invests 3 essentia.

An enhancement bonus granted by the crystal's essentia investment does not allow the crystal to function in and of itself; for example, a lesser essentia battery crystal attached to the weapon created by the Incarnum Weapon soulmeld does not continue to invest 2 essentia into the Incarnum Weapon soulmeld unless at least 1 essentia is invested from another source to provide the necessary +1 enhancement bonus with which to use a lesser augment crystal.

Prerequisites: Craft Magic Arms and Armor, creator must have an essentia pool.
Cost to Create: 25 gp, 2 xp, 1 day (least); 100 gp, 8 xp, 1 day (lesser); 225 gp, 18 xp, 1 day (greater).


Incarnum Weapon Crystal
Price: 1000 gp (least); 4000 gp (lesser); 9000 gp (greater)
Body Slot: -- (weapon crystal)
Caster Level: 5th
Aura: Faint necromancy
Activation: --
Weight: --

This crystal glows with a strong blue light that seems to emanate from far deeper than the crystal should be.

An incarnum weapon crystal invests essentia into the weapon to which it is attached, assuming the weapon is an essentia receptacle. When attached to a weapon created through a soulmeld (such as the Incarnum Weapon soulemld), it invests the essentia directly into the soulmeld that created it instead. You can invest your own essentia in the same receptacle as the crystal alongside it. The receptacle's essentia capacity applies as normal, which may prevent the incanrum weapon crystal from investing the full amount of essentia it has available.

Least: The crystal invests 1 essentia. A least incarnum weapon crystal can be attached to any soulmeld-created weapon, even if it isn't masterwork.
Lesser: The crystal invests 2 essentia.
Greater: The crystal invests 3 essentia.

An enhancement bonus granted by the crystal's essentia investment does not allow the crystal to function in and of itself; for example, a lesser incarnum weapon crystal attached to the weapon created by the Incarnum Weapon soulmeld does not continue to invest 2 essentia into the Incarnum Weapon soulmeld unless at least 1 essentia is invested from another source to provide the necessary +1 enhancement bonus with which to use a lesser augment crystal.

Prerequisites: Craft Magic Arms and Armor, creator must have an essentia pool, incarnum weapon.
Cost to Create: 500 gp, 40 xp, 1 day (least); 2000 gp, 160 xp, 4 days (lesser); 4500 gp, 360 xp, 9 days (greater).


Myth Hunter Crystal
Price: 500 gp (least); 1000 gp (lesser); 5000 gp (greater)
Body Slot: -- (weapon crystal)
Caster Level: 5th
Aura: Faint evocation
Activation: --
Weight: --

Least: A weapon with this crystal attached bypasses damage reduction as a magic weapon.
Lesser: As the least crystal, and it deals an extra +1d6 damage against magical beasts.
Greater: As the lesser crystal, and a successful critical hit allows you to learn what damage types the creature has vulnerability to (if any) and what methods of attack bypass its damage reduction or regeneration (if it has them).

Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost to Create: 250 gp, 20 xp, 1 day (least); 500 gp, 40 xp, 1 day (lesser); 2500 gp, 200 xp, 5 days (greater).


Psistrike Crystal
Price: 500 gp (least); 1000 gp (lesser); 5000 gp (greater)
Body Slot: -- (weapon crystal)
Manifester Level: 5th
Aura: Faint psychokinesis
Activation: --
Weight: --

This finely cut deep crystal resonates with your thoughts of violence.

Least: As the lesser crystal, except you can only charge up to 1 power point for 1d6 points of damage. A least psistrike crystal can be attached to a mind blade, even if it isn't masterwork.
Lesser: As a free action that does not provoke attacks of opportunity, you can channel psionic power into a lesser psistrike crystal. For 1 power point, the attached weapon deals an extra 1d6 points of damage. For 2 power points, the attached weapon instead deals an extra 2d6 points of damage. The crystal will stay charged for 1 minute or until it scores its next hit. Missile weapons bestow this power on their ammunition. All missile weapons lose this effect if they miss.
Greater: As the lesser crystal. Additionally, you can expend your psionic focus as part of making an attack with the attached weapon to "take 15" on your attack roll, treating it as if you had rolled 15 instead of making the attack roll (much like taking 10, except that you add 15 to your attack modifier instead of 10).

Prerequisites: Craft Psionic Arms and Armor, metaphysical weapon.
Cost to Create: 250 gp, 20 xp, 1 day (least); 500 gp, 40 xp, 1 day (lesser); 2500 gp, 200 xp, 5 days (greater).


Weapon Crystal of Empowerment
Price: 2000 gp (least); 10000 gp (lesser); 32000 gp (greater)
Body Slot: -- (weapon crystal)
Caster Level: 3rd (least); 9th (lesser); 15th (greater)
Aura: Faint transmutation (least); moderate transmutation (lesser); strong transmutation (greater)
Activation: --
Weight: --

Least: This crystal grants a +1 enhancement bonus to the weapon it is attached to.
Lesser: This crystal grants a +3 enhancement bonus to the weapon it is attached to.
Greater: This crystal grants a +5 enhancement bonus to the weapon it is attached to.

The enhancement bonus granted by the crystal does not allow the crystal to function in and of itself; for example, a lesser weapon crystal of empowerment attached to a non-magical weapon with the magic weapon spell affecting it does not continue to grant it the +3 enhancement bonus once the magic weapon spell wears off and the weapon reverts to having less than the necessary +1 enhancement bonus with which to use a lesser augment crystal.

Prerequisites: Craft Magic Arms and Armor, magic weapon.
Cost to Create: 1000 gp, 80 xp, 2 days (least); 5000 gp, 400 xp, 10 days (lesser); 16000 gp, 1280 xp, 32 days (greater).

rferries
2017-06-21, 01:16 AM
10.) Set of Healing Crystals: These crystals, when stood up in a circle/ellipse around a resting character, allow the character a 75% chance to regain 1 additional hit point per 8 hour rest period or to definitely regain 2 additional hit points per full day rest period, and have a 50% chance on any given day where at least 8 hours are spent under their effect to grant a +1 resistance bonus to either the character's save against a disease afflicting them (but only one if they have more than one disease) or, at their discretion, a healer's check to treat a disease afflicting them (but only one if they have more than one disease). (CL 3rd; Craft Wondrous Item, resistance or cure minor wounds or necrosurgery OR Craft Universal Item, vigor; Price 500 gp {of which ~200-460 of which is simply the cost of the crystals themselves and doesn't contribute to xp cost or creation time})

Following along that theme:

115.) Greater Healing Crystal

Unlike a Set of Healing Crystals, this simple quartz crystal has no innate value save for its magical powers and is typically worn on a leather cord around the neck. Twice per day it may be used to grant a +5 competence bonus on a Heal check made by the bearer, by touching it to the patient to be treated.

Faint conjuration; CL 1st; Craft Wondrous Item, cure minor wounds; Price 1000 gp

Also:

116.) Ring of Lesser Djinni Calling

Although it might be confused with one of the marvellous rings of djinni calling, this ring instead summons a lesser spirit from the Elemental Plane of Air to serve the bearer once per day, as unseen servant. If the servant is ever destroyed the ring instantly crumbles into dust.

Faint conjuration; CL 1st; Craft Wondrous Item, unseen servant; Price 400 gp

Morphic tide
2017-06-21, 01:40 AM
You know, seeing enhancement crystals makes me thing of the Materia system and Junction system from Final Fantasy. The two have slight differences, in that Junction is getting rid of your spells for stat boosts, while the Materia system is giving you spells and stat boosts.

Like, a D&D-ism of it is that with Junctions, you trade your ability to cast Cure Light Wounds for +3 Con, while the Materia system is putting an item into a slot to get +3 Con and the ability to cast Cure Light Wounds.

At any rate, have a crazy cost saver:

117: Poisoner's Knife:
These weapons, usually knives, universally have a channel running along the blade that is always flowing with fluid. Normally, this fluid is ordinary water or a simple cleaning fluid that keeps the channel clear, but upon activation, the channel flows with poison, applying it to the target of any that it strikes. Each use creates one dose of the poison, which must be a Contact or Injury poison. The dose lasts for as many attacks as a single dose of the poison normally would when applied to a weapon or one minute. The structure and magic of the weapon increases the save DC of the poison by 2 for Contact poisons and 1 for Injury poisons. The poison is determined by the poison used to create the enhancement.
Faint Conjuration; CL 5th; Craft Magic Arms and Armor, Poison, Minor Creation or Major Creation; Price: 500 GP and 1 dose of poison per daily use, cost of poison added to market price

---

You know the biggest reason why poison sees little use? It's too expensive to keep making. Turning it into a uses/day setup would help a lot with usability. 500 GP for 1/day poison seems alright to me, especially if you have to actually have a dose of the poison being used. Maybe I'll make a magical poison next to go with this.

Edit: Okay, so the real reason why people don't use poison is because it's so easily resisted. Thankfully, this helps with that, too.

jqavins
2017-06-22, 03:58 PM
(My daughter was joking about an arrow enchanted to heal at the same time as it wounds, and it gave me this idea.)

118: Curing Bullets
This sling bullet carries a Cure ... Wounds spell that is activated when it hits. It is cast into melee at one's ally, requiring a hit against the target's touch flat footed AC (typically 10) in most cases; a target who is not aware that the apparent attack is actually helpful will require a regular touch AC hit. Because the bullet must hit to deliver its spell, it inflicts 1d3 damage at the same time as healing* (which may leave the recipient of a Least Curing Bullet worse off, with the worst of luck). Curing Bullets come in four levels: (say it with me now) Least, Lesser, Greater, and Greatest.

Curing Bullet, Least: Effect: As Cure Light Wounds. CL 1st, Craft Wondrous Item, Cure Light Wounds. Cost: 100 g.p.
Curing Bullet, Lesser: Effect: As Cure Moderate Wounds. CL 3st, Craft Wondrous Item, Cure Moderate Wounds. Cost: 600 g.p.
Curing Bullet, Greater: Effect: As Cure Serious Wounds. CL 5st, Craft Wondrous Item, Cure Serious Wounds. Cost: 1500 g.p.
Curing Bullet, Greatest: Effect: As Cure Critical Wounds. CL 7st, Craft Wondrous Item, Cure Critical Wounds. Cost: 2800 g.p.

* A very reasonably kind DM ruling might negate this.

sengmeng
2017-06-27, 09:10 PM
119. Bag of Thorns

The Bag of Thorns appears to be exactly what the name says, a pouch containing what appears to be large, 1 to 2 inch thorns of living plant material. They can be spread like caltrops and fix themselves to any surface. Saying a command word if they are in the bag causes them to affix themselves to any armor worn by the speaker, where they function like +1 armor spikes. Saying the same command word while they are fixed to armor or a surface causes them to return to the bag. Druids can use the Bag of Thorns as armor spikes without breaking their oath.

Moderate Transmutation. Spike Stones, Warp Wood or Wood Shape. Craft Wondrous Item. CL 8th. 500 gp

jqavins
2017-06-28, 02:59 PM
120: Argdur's Eversharp Scabbard

This finely crafted scabbard must be of the correct size for a particular weapon type, be it a dagger, great sword, or anything in between. A weapon placed in the scabbard in any serviceable condition* will be fully repaired when drawn out. Any nicks in the edge and scratches on the face will be gone, the blade will be clean and polished, and (most notable) it will be razor sharp. While the scabbard does not impart any enchantment to the blade, it is as sharp as the best master craftsman could achieve on his best day.

Faint alteration; Sor/Wiz 1; Mending; 1000 gp

* Any weapon that is still usable as a weapon can be mended by the scabbard. A blade that is so badly damaged that it can not be used, even if still in one piece, is effectively no longer a weapon and can't be repaired by this item.

(Really this is just for the nifty factor, and is of little or no practical use. It would make a nice thematic addition while crafting a Scabbard of Keen Edges, but is still not really useful. Argdur is the name of a fighter of mine in a old AD&D setting who commissioned this item from a mage smith, the same one who made the magic horseshoes mentioned here (http://www.giantitp.com/forums/showthread.php?526879-(3-5-or-not)-Magic-Horse-Shoes&p=22079155#post22079155).)

Morphic tide
2017-08-02, 10:11 AM
120: Argdur's Eversharp Scabbard

Pretty sure it's not Necro territory just yet, so I'll comment on this and make a new item to get the thread a bit more life.

My comment on this is that it's actually quite useful for dealing with Sunder. Partially failed Sunder attempts deal damage to weapons that's a pain in the ass to locate easy repairing for, with Mending being the only reliable easy option. And having the party bother repairing it while still adventuring can be an issue, particularly in terms of remembering to do so. The DM can bother you a lot about it, so being able to fiat away that stuff for 1k GP is well worth the price.

My added item:

121: Skin of Stone
This psychoactive skin, when active, takes the form of a hard semipermiable membrane that takes damage for the wearer. The skin has 5 HP and restores it's health each day at dawn. Nonlethal damage taken by the Skin is healed at a rate of one point per minute. Multiple Skins of Stone may be worn as a single Psychoactive Skin slot item, stacking their effects additively. If a Skin is reduced to zero HP, it is rendered inactive until it is restored to full health.

Faint Psychometabolism; ML 3; Craft Universal Item, Vigor, Price: 1,000 GP; Wight: 2 lb.

---

Do comment on if it's too strong for the price. The intent is basically an extra layer of HP to blob up with a Psionic Artificer. It's good to have one at low levels, and remains usable at higher levels by stacking them up. Because it's the Skin taking damage and not the character, certain mechanical weirdness can happen. One of the things that happens is that you can abuse life stealing effects like Vampiric Claws to heal by draining health from the Skin, but that's also doable with anything that grants temporary HP in a cheap, readily-available, form.

This particular item is essentially just 1/day Persistent Vigor, with each extra instance of the item being a single instance of augmentation. Given that it's taking up a surprisingly valuable item slot, competing with +10 Enhancement bonus to Hide for 18,000 GP, free-action-at-will Claws of the Beast for 18,000 GP and goddamn permanent ML 7 Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosis.htm) for 84,000 GP. It doesn't mention if it's locked to a single pick, so a reasonable assumption is that it's standard-action at-will to assume and dispel, in accordance with Psychoactive Skin activation rules. If it is locked to a single pick, then that still means any single 7 HD creature with some stupidly-broad limitations. And you can just get three to swap between three different creatures.

And yes, this is official (http://www.d20srd.org/srd/psionic/items/universalItems.htm#psychoactiveSkins)

Bohandas
2017-08-04, 07:35 AM
The 3.5 SRD has no rings less than 2000 g.p., but also no lesser effects than Protection +1.

170.) Ring of Protection +1/2 - has a 50% chance to add a +1 deflection bonus to ac any time a +1 d3fl3ction bonus to ac would be relevant. Price 500 gp


(My daughter was joking about an arrow enchanted to heal at the same time as it wounds, and it gave me this idea.)

118: Curing Bullets
This sling bullet carries a Cure ... Wounds spell that is activated when it hits. It is cast into melee at one's ally, requiring a hit against the target's touch flat footed AC (typically 10) in most cases; a target who is not aware that the apparent attack is actually helpful will require a regular touch AC hit. Because the bullet must hit to deliver its spell, it inflicts 1d3 damage at the same time as healing* (which may leave the recipient of a Least Curing Bullet worse off, with the worst of luck). Curing Bullets come in four levels: (say it with me now) Least, Lesser, Greater, and Greatest.

Curing Bullet, Least: Effect: As Cure Light Wounds. CL 1st, Craft Wondrous Item, Cure Light Wounds. Cost: 100 g.p.
Curing Bullet, Lesser: Effect: As Cure Moderate Wounds. CL 3st, Craft Wondrous Item, Cure Moderate Wounds. Cost: 600 g.p.
Curing Bullet, Greater: Effect: As Cure Serious Wounds. CL 5st, Craft Wondrous Item, Cure Serious Wounds. Cost: 1500 g.p.
Curing Bullet, Greatest: Effect: As Cure Critical Wounds. CL 7st, Craft Wondrous Item, Cure Critical Wounds. Cost: 2800 g.p.

* A very reasonably kind DM ruling might negate this.


171.) Cudgel of Acubeating By working someone over with this club as part of a heal check you deal 1d4 damage but you may substite the result of an attack roll for your heal skill roll

(numbers corrected for garryl's stuff)

Morphic tide
2017-08-04, 07:55 AM
170.) Ring of Protection +1/2 - has a 50% chance to add a +1 deflection bonus to ac any time a +1 d3fl3ction bonus to ac would be relevant. Price 500 gp




171.) Cudgel of Acubeating By working someone over with this club as part of a heal check you deal 1d4 damage but you may substite the result of an attack roll for your heal skill roll

(numbers corrected for garryl's stuff)

...Dude, the last one was #121. Not #169.

Bohandas
2017-08-04, 08:08 AM
...Dude, the last one was #121. Not #169.

did you read the note at the end?

There was a bunch of stuff that had missed getting numbered

TrT8r
2017-08-04, 04:31 PM
No. 170
Marble of chromatic orb
A.C 15, hitpoints 10
D&D, 5e
It is a small orb the size of a marble, made of expensive, crystal-clear glass. There is a small sphere-shaped diamond in the center, worth 50gp. The marble, when thrown (not tossed), casts the chromatic orb spell, centered on itself. The damage type is determined by the thrower or chosen at random otherwise. It has three charges. It regains one charge at dawn. Once all charges are expended, the marble turns dark. If it hits its target, the marble flies back to the thrower. If it misses, it does not.
It is uncommon rarity, and costs 70-75GP to buy or make. Cannot sell for less then 60, due to material cost.
Aura: faint evocation. Prerequisites: chromatic orb

TrT8r
2017-08-04, 08:35 PM
171: Mug/Cup/tankard of spiking
By most appearances it is a normal container, but with a DC 20 investigation check, some one can determine that the rim is hallow. Any liquid pored into the hallow space gradually leaks into the drink at a speed controlled via a set of command words. This is useful for spiking a drink with poison or alcohol. The outside of the cup is lined with lead, so no detect poison spell can notice a toxin. The rim is sealed shut, requiring a command word to open it.
Only findable in shady stores or the black market. Cost is 100 - 175 GP, depending on size.

rferries
2017-08-05, 02:49 PM
###174### (to make sure we're back on track)

Ring of the Apprentice
This magic ring allows the use of a number of simple magic spells. The wearer may use acid splash, daze, disrupt undead, ghost sound, light, mage hand, prestidigitation, read magic, and resistance each once per day by speaking the command word.

Faint magic (all schools); CL 1st; Forge Ring, acid splash, daze, disrupt undead, ghost sound, light, mage hand, prestidigitation, read magic, resistance; Price 1001 gp

TrT8r
2017-08-05, 04:06 PM
No.175 band of blinding gestures
This ring will only fit around the middle finger. When the middle finger that it is on is raised by itself and the command word is spoken, the ring will cast Color spray as a first, second, or third-level spell (Save 13, 14, or 15). It has 5 uses, after which a use can be restored if the middle finger is raised for 5 or more minutes consecutively. Ensures that the last thing your enemy sees is you flicking them off.
Aura: faint evocation. Prerequisites: color spray. Cost is 50GP+ level of the spell x 20.

rferries
2017-08-05, 05:07 PM
Ha, just so it's clear, the next entry (after Trt8r) should be #176.

sengmeng
2017-08-06, 08:56 AM
176. Shiv of the Murderhobo

This crudely fashioned knife deals 1d3 damage and is otherwise identical to a dagger. It is made just well enough to not count as an improvised weapon. It gains a bonus to attack and damage on the first attack made with it on any day equal to the number of consecutive days the wielder has owned it and not slept in a bed, but no higher than the wielder's character level.

Faint transmutation. Cl 10, keen edge, 1000 gp.

TrT8r
2017-08-06, 09:50 PM
No. 177 Scarf of Rogues bane

This Normal- looking scarf is worn around the neck. It is NOT sentient, but has blindsight out to 60 ft and passive perception 15. If it detects something trying to be stealthy in that radius, it will give the wearer a mental alert. This alert wakes up the wearer.
Rogue: I sneak up on the Paladin.
Paladin: (Botches roll)
Scarf: (beats DC.)
Can't remember aura names or crafting and stuff. Price is 100GP + scarf price.

TrT8r
2017-08-07, 08:33 PM
So.. many... ideas.
No. 178 Leroy's ring
Once per day, When this ring is being worn and the command words (LEEROYYYY JENKINS!!!) Are said, the creatures voice will be 4 times louder than usual, and every creature within 50 feet must make a DC 15 constitution save or be deafened and take 5d6 thunder damage, or half as much on a successful save and is not deafened. Then, the creature may move up to 1.5 times their movement to the nearest hostile creature and attack it.
Price: 750 gp

No. 179 Dust of blinding
This is a small bag contains silky white powder like chalk. This powder, when squeezed, will clump together easily, but bursts apart with the slightest impact. As an action, a creature may fling one handful of the dust at a creature. If it hits, it deals 1 bludgeoning damage, the target is blinded, and the dust explodes into a spherical, 15 foot cloud. This cloud is heavily obscured and hard to breathe in, choking any who enter it. Any creature that enters it has a 50% chance to be blinded. The cloud lasts for 3 turns or until dispersed by a moderate wind. The path that the powder traveled is lightly obscured. A bag typically has 3 handfulls.
Price-100 GP

Aniikinis
2017-08-08, 07:45 AM
Number 180: The Hand of Mr. Rection.

This small statue resembles a hand carved out of granite and detailed in marble and some strange bluish gem on the back. Once per hour, the statue may be asked a question based along the lines of how to get from the current location to a destination within the current kingdom/principality/large area of land. Once the question is asked, the gem will begin to glow faintly for a few seconds before the hand points in a location decided by first rolling 1d2 and, on a roll of 1, then rolling a 1d8. If the d8 comes up an 8 the hand will point directly towards the destination, but on any other roll will point in a random location in the opposite direction.

The original creator of the statue was named Wong Dee Rection, and his inability to find the correct way to his destination seems to have rubbed off on his creations.

TrT8r
2017-08-08, 09:24 PM
No. 181 Glove of interrogation
This glove can be worn on either hand, fitting either one. It is a black and white fingerless glove with a rune in the center. When used to slap a creature, the creature take 1d4 nonlethal force damage and is stunned for up to 30 seconds, or until the slapper dismisses it. Alternatively, one can make the rune in the center seem as if it was glowing and spinning in a hypnotic motion, granting advantage on a persuasion check. Great for:
Barbarian: I slap him until he talks.
Or:
Rogue: I speak to him in a relaxed tone to make him more likely to talk.
Price: 400 GP

No. 182 Concussive weapon
This can be any weapon or piece of ammunition. When used to make an attack, The weapon deals 1 extra damage die, and the target has a 30% chance to be knocked unconscious for 1 minute, or until shaken awake or damaged.
Price: +10 GP per pierce of ammunition or 150 GP plus weapon cost.

And finally, No. 183: Convenient tools
This tool or set of tools requires attunement. While attuned to, the tool or tools can be summoned at will as a free action, or dismissed as a free action. When dismissed, the tool or tools disappear into the astral plane. It can be any set of tools or tool, but not a weapon.
Cost: 200 GP + Tool or set cost.

TrT8r
2017-08-10, 09:54 AM
No. 184. Clothes of streaking
These clothes can be any set of clothes. As a bonus/ quick action, one may say the command word to make their clothes transparent for up to 5 minutes, or until dismissed as a free action. Their speed increases by 10 ft., and they may take the dash action at the start of their turn. These clothes were originally made by young spellcasters as a joke, but some have wormed their way into gag shops and clothing stores.
Cost: 100 GP + clothing cost, or just the normal clothes price if the shopkeeper is gullible :smallwink:.

jqavins
2017-08-10, 10:32 AM
No. 183. Clothes of streaking
These clothes can be any set of clothes...
Choose a target. Have a set made from clothing just a little nicer than that person usually wears, and give it as a gift, but don't tell the person the item's true nature. Yell out the command word at a moment of your own choosing, selected for the desired degree of embarrassment or humiliation.

TrT8r
2017-08-10, 09:38 PM
No. 185. Loincloth of holding
This is a modified bag of holding made to be worn as a loincloth. It has a storage space of a 3x3x3 cube.
It's kind of awkward to take something out of it, but hey, no one will pick pocket you...
Store your junk with your junk! :smalltongue:
Price-100 GP.
No. 186. Bra of holding.
Same thing but with 2 3x3x3 compartments and, you know, it's a bra.
Price-175 GP.
WARNING: Do not shove a portable hole in your loincloth/bra of holding.

TrT8r
2017-08-16, 09:17 PM
Well crud. i killed a thread.

LastCenturion
2017-08-16, 09:29 PM
188.

Wave Pendant
While wearing this necklace, the wearer is able to see through water regardless of purity, although they are still limited by the available light. The item appears to be a two-inch-diameter disk of bronze, marked with a wave pattern and hung by a delicate copper braid.

150 GP

jqavins
2017-08-17, 09:55 AM
188.

Wave Pendant
While wearing this necklace, the wearer is able to see through water regardless of purity, although they are still limited by the available light.
What if the character has infravision (or ultravision) either naturally or through other magic? For what it's worth, in reality water in the near IR (and near UV) is reasonably transparent, though its great clarity to visible light is due to a happily placed notch in its absorption spectrum. But then, it seems that this item allows looking through cloudy or muddy water, so maybe real world optical transmissivity is not such an issue.

LastCenturion
2017-08-17, 01:39 PM
What if the character has infravision (or ultravision) either naturally or through other magic? For what it's worth, in reality water in the near IR (and near UV) is reasonably transparent, though its great clarity to visible light is due to a happily placed notch in its absorption spectrum. But then, it seems that this item allows looking through cloudy or muddy water, so maybe real world optical transmissivity is not such an issue.

They are subject to the normal limitations imposed by light. If they have infravision naturally, they will still have infravision. The item doesn't really do anything except make water look clear; that's why it's so cheap.

TrT8r
2017-08-17, 06:58 PM
No. 188, Amulet of protection.
Commonly given to travelers as a parting gift, or as a useful trinket. Worn around the neck, this amulet protects the holder when they are in danger.
When a creature falls to 1/4 of their maximum hitpoints, the amulet reacts, creating a weak forcefield around the wearer. The field increases the wearer's AC by 2 until the creature goes above 1/2 Hitpoints or is knocked out. After use, it cannot be used again for 4 hours.
Cost: 150 GP
Faint abjuration

rferries
2017-08-17, 07:42 PM
190

Ioun Stone of Healing
This opalescent ioun stone automatically casts cure minor wounds on the bearer once per day, whenever their hit point total drops to 0 or below.

Faint magic (conjuration); CL 1st; Craft Wondrous Item, cure minor wounds; Price 400 gp[/QUOTE]

TrT8r
2017-08-20, 08:53 PM
!!!!!!!!
I made this long post, and then I accidentally DELTED ALL OF IT:furious:

Bohandas
2017-08-20, 09:48 PM
!!!!!!!!
I made this long post, and then I accidentally DELTED ALL OF IT:furious:

I hate it when that happens to me.

I look forward to what seeing you remember of it when you have the time.

rferries
2017-08-21, 01:52 AM
!!!!!!!!
I made this long post, and then I accidentally DELTED ALL OF IT:furious:


I hate it when that happens to me.

I look forward to what seeing you remember of it when you have the time.

Yeah, I always "select all" and copy before I make a post nowadays. My condolences for your loss! :(

sengmeng
2017-08-21, 09:42 AM
191. Magic Treats

These appear to be hard little biscuits shaped like bones. When thrown, they transform into a raw 72 oz beef steak upon impacting any object. No magic can detect that the steak is anything other than normal, but after 5 minutes, it disappears, whether it has been eaten or not. The primary use is distracting large hungry predators.

5 gp (typically sold by the dozen). Faint conjuration and transmutation.

TrT8r
2017-08-22, 06:03 PM
I got time.
No.191 Raid (bug spray)
Hope you weren't expecting much...
This magical fluid is stored in a tall, slender canister. When used, it sprays in a 5-foot cone, magically seeking out bugs and bug like creatures. If used on a bug or insect like creature, It is automatic hit and deals 10d6 poison damage, regardless of resistance/immunity. On any other creature, it requires a DC15 con/fort save or take 4d4 poison damage and be blinded, dealing half as much damage on a successful save and not blinded.
Also, not long for the phone or computer but my tablet is slow at typing.

TrT8r
2017-08-22, 07:57 PM
Oh yeah, and this next one is no. 192 because I messed up on the loincloth of holding. Sorry! *fixed
Anyways, No.192: Explosive coins.
These coins are completely normal in appearance and properies, except that they are enchanted. When the command word is said, the coins explode. Any creature holding, wearing, or close to the coins must make a DC 18 DEX save or take 1d6 fire damage per coin exploded, or half as much on a successful save.
The money can be any currency, and a set usually has 6-10 coins in it. One may also link sets of coins to the same command word. Doing so requires [amount of coins X 5] minutes.
Cost: Coin value X 3
Faint evocation. Prerequisites: Explosive runes

Aniikinis
2017-08-26, 09:10 AM
#193: The Bag of Desert Beads
Price (Item Level): 350g (level 4)
Body Slot: None
Caster Level: 4
Aura: Slight Necromancy
Activation: None or Ingestion (as per poison rules)
Weight: 2 lbs.

The small brown bag contains what looks like hundreds, if not thousands, of extremely small, white-tinted, clear beads. The beads are slightly malleable when exposed to warm water but to much water at once can cause the small pellets to burst

Properties: When added to a sealed container the beads cause the inside to become extremely dry, allowing for rations and other things that decay or become eroded/destroyed/malformed when exposed to humidity to be kept clean and pristine for a much longer period of time. When a few beads are placed into the food of a creature with liquid inside of it(blood, saline, bile, urine, etc.) and eaten along with the rest of the meal the beads begin to react to the high humidity environment of the body and, after a few minutes, act as though the spell Dessicate had been cast on the creature once per round for 5 rounds per bead (1 casting per round for 1 bead, 2 castings per round for 5 rounds from 2 beads, 3 castings per round for 5 rounds from 3 beads, etc.).

Prerequisites: Dessicate, Brew Potions

Craft check: Alchemy DC 45

Cost to Create: 175g

Decided to make a super-powered version of silica gel packets that can be actually deadly as all hell.

rel
2017-08-28, 08:43 PM
#194: breaking wafer
A thin ceramic wafer a few inches across inscribed with mystic runes. when the wafer is broken (quite easy to do even by accident) everything within 10 feet loses whatever hardness it had for 1 minute.
Even without hardness tunneling through walls in 1 minute is impractical however any minor act of sabotage or destruction becomes trivial.
Example uses: forcing locks, breaking doors, ruining weapons and mechanisms, making peep holes in walls, cutting into chests.

cost: 300gp

jqavins
2017-08-29, 10:30 AM
#194: breaking wafer
A thin ceramic wafer a few inches across inscribed with mystic runes. when the wafer is broken (quite easy to do even by accident) everything within 10 feet loses whatever hardness it had for 1 minute.
If everything within 10 feet looses all hardness, then it effects all the tools you might use to take advantage of it. I mean, if the wall looses all its hardness, for example, how to you make the peep hole? With your finger?

sengmeng
2017-08-29, 01:12 PM
If everything within 10 feet looses all hardness, then it effects all the tools you might use to take advantage of it. I mean, if the wall looses all its hardness, for example, how to you make the peep hole? With your finger?

Why not? Your unarmed strikes would be able to damage it at that point, why not a finger poke?

TrT8r
2017-08-29, 07:32 PM
195: Homemade cookies
This is a batch of a dozen cookies that are always warm and gooey. When a creature eats one, it must make a DC 15 Wisdom save or be charmed for 2 minutes by the person who gave it the cookie. The dc is increased by one for each cookie eaten. A charmed creature is friendly towards the cookie-giver and co. After the charm wears off, the creature is friendlier towards the cookie-giver.
The way mama used to make them, only with magic.
Prerequisites: Ability to cook, charm person.

Evoker
2017-08-31, 07:43 PM
196: Crystal of storing.

These clear gems, abut 1.5 inches tall, and 1 inch around, can be pressed to an object of up to 10 cubic feet in size. If this is done, then the object immediately vanishes, and a miniature version of the object appears within the gem. If the gem is ever broken, the object reappears.

Please help with pricing ETC

Closest spell is shrink item, witch would cost 750 for a single shot, but the gem can store less than a T1 bag of holding, that costs 2,500 for a unlimited use

sengmeng
2017-08-31, 08:46 PM
196: Crystal of storing.

These clear gems, abut 1.5 inches tall, and 1 inch around, can be pressed to an object of up to 10 cubic feet in size. If this is done, then the object immediately vanishes, and a miniature version of the object appears within the gem. If the gem is ever broken, the object reappears.

Please help with pricing ETC

Closest spell is shrink item, witch would cost 750 for a single shot, but the gem can store less than a T1 bag of holding, that costs 2,500 for a unlimited use

I'd put it at 1500 since gloves of storing are 10,000 and it's basically a single use version, but the size limit on the object is higher. It's a good deal since it's permanent until you want the item again and a casting of Shrink Item has a day/level duration.

TrT8r
2017-08-31, 09:59 PM
I'd put it at 1500 since gloves of storing are 10,000 and it's basically a single use version, but the size limit on the object is higher. It's a good deal since it's permanent until you want the item again and a casting of Shrink Item has a day/level duration.

But then it is over 1001 gold, so it will not count.

jqavins
2017-09-01, 09:51 AM
196: Crystal of storing.
196: Crystal of Snoring

Nope, sorry, I got nuthin'.

TrT8r
2017-09-01, 09:27 PM
196: Crystal of Snoring

Nope, sorry, I got nuthin'.

This crystal, when held, mildly congests the nasal cavity, resulting in loud snoring when sleeping. The snoring disturbs other creatures sleep, causing them to gain only the benefits of a short rest from a long rest.
Commonly slipped into ones hand or purposefully held to annoy others in ones sleep.
Price: 10 GP, because it is essentially worthless to normal people.
Prerequisites: none,
faint enchantment

Evoker
2017-09-03, 08:08 PM
Sheet music of Greatness

This sheet music, made in different forms for each instrument, provides a +1 Enchantment(is enchantment appropriate here?) bonus to Perform(Specified Instrument) checks once per day.

Cost: 8 GP or 40GP for a constantly usable version.

ShiningStarling
2017-09-27, 05:25 PM
#198

Glove of the Mage's Messup

This cursed glove has a side benefit of being able to use another set of gloves with it.

These gloves were made in an unfortunate accident. Whilst trying to grab for a tool, the Mage accidentally said his command word for his Wand of Spectral Hand, and due to the volatile magics of the gloves he was working on, his own hand... well, let's just say some grisly things happened, and it hurt.

While this glove is equipped, lower your maximum hit points by 1 per HD. The hand wearing the glove (must be your dominant hand, the glove will change to match) cannot be used for ordinary manipulation, making retrieving an item from your pack a full-round action, and drawing weapons and the like a standard action. You, however, gain Mage Hand, active continuously, with the stipulation that you cannot use it on anything in your space. 3 times per day, you may use Spectral Hand as a spell-like ability, but with no additional HP penalty.

VoodooPaladin
2017-10-15, 08:31 PM
199: Zehir's Sheathing Tonic

Coming out as a blotchy purple goop, Zehir's Sheathing Tonic can be applied to the scales of any snake of tiny size or smaller, permanently altering its biology to allow it to magically swallow any unattended object of up to one size smaller than its own.* While ingested, the object does not have a material form, and so it does not possess any physical qualities such as shape, weight, magnetic reactivity or magical aura.

It is a DC 15 Handle Animal check to train a tamed snake to sheath an object within itself, which counts as a trick learned for all purposes. A snake taught to sheath an object may also disgorge it at will, as a full-round action. The object is deposited in the same space as the snake's own, unless the act was commanded, in which case the snake's handler may choose to receive it with an open hand instead. This process is not safe for objects of Hardness 0, such as parchment or flowers, as the snake's digestive fluids will damage them between rematerializing and disgorging. In this instance, the object receives 1d4 acid damage that ignores Hardness. A sheathed object rematerializes if the snake dies, receiving the same damage as if disgorged.

Artifact-level magic items cannot be dematerialized by the Tonic's power, and so cannot be sheathed. Intelligent magic items may choose to allow themselves to be affected despite this; in this case, they lose all powers and effects for the duration and become no more than a disembodied Ego score within the snake until disgorged. This Ego score may at any time affect the snake as though it were carrying the item.

*An item defined by being extremely long and thin, such as a needle or quill, counts as one size smaller for this purpose.

Faint transmutation; CL 6th; Craft Wondrous Item, gaseous form; Price 85 gp

Bohandas
2017-12-19, 09:05 PM
200.) Square Cube- This is a 1 foot by one foot by one foot box made from the chitin of some enormous insect. With a command word it collapses down into a one foot by one foot square of chitin along with anything in it, and when the command word is spoken again it unfolds back into it's original size, allowing the contents to be retrieved.
Moderate transmutation; CL 3; Craft Wondrous Item; Shrink Item; ~850 gp? (somewhere between 90 gp and 2700 gp, depending on if we base it on the formula for command word shrink item at the equivalent of 1/2 cl {it only shrinks one cubic foot} or if we extrapolate from bags of holding {and if so whether we look at the change in size of one side or of the total volume})

jqavins
2017-12-20, 10:52 AM
200.) Square Cube- This is a 1 foot by one foot by one foot box... With a command word it collapses down into a one foot by one foot square of chitin along with anything in it...
My first thought was "Why? A one foot square is still pretty awkward to carry in a backpack." But then I realized: it's great for saving shelf space. A whole warehouse of small items could fit on a single bookshelf, if you can afford enough of these things.

RatElemental
2017-12-31, 08:41 PM
201.) Mood Cape

When this simple looking brown cape is donned, it will begin to shift colors into dazzling patterns and colors in accordance with the wearer's mood. This grants a +2? bonus on diplomacy, gather information and intimidate checks as the cape changes colors to dazzle the wearer's conversational partner, or shifts into intimidating tones and patterns to emphasize their points. However, anyone who is aware of how the cape functions receives a +2? on their sense motive against anyone wearing one. In addition to this a creature aware of the cape's function may make a sense motive check to determine how injured a person wearing one of these capes is, the information gleaned identical to that of the death watch spell.

Faint universal, Faint divination; CL 4th; Craft Wondrous Item, prestidigitation, detect thoughts; Price ???

ETA: "Aware of how the cape functions" means knows that the colors of the cape correspond to the wearer's emotions and state of mind, not aware that the cape can change colors.

Goaty14
2017-12-31, 11:18 PM
202. Rings of Inexpensive Wizardry (Price: ???)

These rings, when worn, provide the wearer with an effective +1-5 (dependent on which ring is worn) bonus to their casting stat (if multiple casting stats, all are applied) for the sole purpose of the ability to cast higher level spells. Other benefits of a high casting stat, such as bonus spells or Save DC's are not applied by virtue of this item.

Creator's Note: This item is supposed to allow casters to keep casting spells even if they get mental damage adventuring (such as from poison and disease). Alternativley they can be incorporated into a campaign to allow races with lower casting scores to cast spells, from having Orc Wizards running around or as a crutch to unfortunate PC casters.

jqavins
2018-01-01, 10:49 AM
201.) Mood Cape
...
ETA: "Aware of how the cape functions" means knows that the colors of the cape correspond to the wearer's emotions and state of mind, not aware that the cape can change colors.
Unless someone is dumb enough to think that the wearer has one perperually static emotional state, what's the difference?

Bohandas
2018-01-01, 01:50 PM
"estimated time of arrival"?

brian 333
2018-01-01, 02:38 PM
203 Dagger of Magic Missiles:
A masterwork leaf blade throwing dagger which, when thrown, allows the immediate use of a Magic Missil spell. Arcane Casting is required, or a UMD check must succeed for this effect. If the user knows the Magic Missile spell, (it must be prepared or otherwise useable at the time the dagger is thrown,) it performs as it normally does at the caster's level; otherwise, a single Magic Missile is generated and must be used to attack the same target as the dagger. Note that missing the original target does not interfere with the Magic Missile spell.

Single use: 250gp, non recoverable dagger.

Rechargeable: 500gp, recoverable masterwork dagger can be recharged as a spell storage device.

Use Per Day: 1000gp, recoverable masterwork dagger can be used once per day.


204 Gloves Of Grooming

When worn while caring for mounts, these gloves help the groom to calm and control the animal such that an eight hour period of rest is the equivalent of a full day of rest.These gloves do not reduce the need for food and water.

Minor Gloves of Grooming: (one mount per day) 750gp


205 Instant Fire

This iron-glazed bottle contains the equivalent of a lit torch. It will burn for 480 ten minute turns, with each removal of the glass stopper consuming a minimum of one turn. The bottle will project a flame much like that of a torch when it's stopper is removed, and this flame will magically burn in any conditions short of full immersion in water. Neither wind nor rain affect it, though magical effects such as is generated by a Gust Of Wind spell could snuff the torch, requiring the stopper to be reinserted and removed to restart the flame. While the bottle can be used for any purpose to which a torch may be put, any violent contact with the bottle forces a fort save to avoid breaking it. If broken the bottle ceases to function, so it's use as a thrown weapon will produce unhappy results. However, the character would have no way to determine what might happen short of a successful DC 30 spellcraft check, so the DM should not inform the player beyond hinting that the bottle is made of glass.

250gp

jqavins
2018-01-02, 11:00 AM
204 Gloves Of Grooming
...
Minor Gloves of Grooming: (one mount per day) 750gp
How would you price this for more uses; even if more than the 1000 g.p. target, I should hope it's less than simply multiplying 750.

Also, how about throwing in a cosmetic effect about the quality of the grooming, e.g. the groom must take the usual time for an acceptable job, and the results will be as if he had spent twice that time or more making the horse exceptionally well cleaned and groomed.

205 Instant Fire
... However, the character would have no way to determine what might happen short of a successful DC 30 spacecraft check...
Did you mean spellcraft (or is this something else :smallbiggrin:)?

Bohandas
2018-01-02, 01:20 PM
206.) Cursed Quill of Autocorrect- This cursed pen will cause long words written with it to be randomly replaced with different words with similar spelling (CL 3; Craft Wondrous Item, amaunesis, prestidigitation; Price ~12-150 gp)

Goaty14
2018-01-02, 01:43 PM
206.) Cursed Quill of Autocorrect- This cursed pen will cause long words written with it to be randomly replaced with different words with similar spelling (CL 3; Craft Wondrous Item, amaunesis, prestidigitation; Price ~12-150 gp)

I have now found a good use for Mordenkainen's Disjunction. Thanks!

brian 333
2018-01-02, 03:23 PM
207 Shrunken Items.

Appearing as patches of foldable cloth in the general shape of the item, these lightweight patches, when thrown upon a hard surface, expand to full sized items. Virtually anything, even a campfire or a boiling pot of water, can be shrunken then restored to full size. Bulky or rarely used emergency items are more easily carried in this state, but once enlarged the item will not re-shrink without the use of a Shrink Item spell.

250gp plus base item cost. This spell does not require items to be masterwork quality.

Examples:
A gross of arrows
A spare suit of armor
Clean, dry clothing
Winter clothing
A boat
An erected tent
A piping hot roast with potatoes and gravy
A snifter of fine brandy

Note: the shrunken item weighs 1/16 the base item weight, so canoe might be more appropriate than war galley
These items are based on the level 3 spell Shrink Item (http://www.d20srd.org/srd/spells/shrinkItem.htm) spell. It presumes Arcane casters are common enough in your world that shops exist which trade in such goods. Alternatively, a party can be required to provide the items, paying casting costs to a local wizard for specific items.

anonymsly
2018-01-03, 06:17 PM
This is a real item in my 5E game, but I see no reason it can't be a 3E item! (Fun fact: it came to be because of a typing error in someone's inventory)

208. Bar of Soup - The bar of soup looks like an unremarkable bar of pig iron, upon which the word SOUPER TIME has been incised in flowing elvish script. The soup bar has 3 charges and regains 1d3 charges every day at suppertime (sunset). When placed in a container of up to 5 gallons of water and cooked for an hour over a fire, the water becomes a random variety of soup according to the table below (determined by a D10):

1. Chicken noodle or chicken rice
2. Split pea
3. Tomato Bisque
4. Baked potato
5. Chili con carne
6. fish stew (bouillabaisse)
7. corn chowder
8. broccoli cheddar
9. hot and sour
10. Roll twice and combine the results (minestrone)

After 6 hours, any uneaten soup reverts to water.

Bohandas
2018-01-03, 06:55 PM
edit: wrong thread

jqavins
2018-01-04, 10:35 AM
208a. As an alternative, this item may be made from an otherwise unremarkable rock (https://en.wikipedia.org/wiki/Stone_Soup) or other mundane object.

brian 333
2018-01-04, 08:48 PM
209 Whetstone

A single use of the Magic Weapon (http://www.d20srd.org/srd/spells/magicWeapon.htm) spell is applied to the weapon touched with the stone. The spell effect, (+1 to hit/+1 damage,) lasts for 1 Turn or 10 Rounds.

Single use whetstone= 500 gp
1 use per day whetstone= 1500gp

RatElemental
2018-01-10, 05:59 AM
Unless someone is dumb enough to think that the wearer has one perperually static emotional state, what's the difference?

That section only applies to the bonus to sense motive and ability to use that insight to see how injured the wearer is. Thus, knowing that the cape corresponds to emotional state and isn't simply randomly shifting colors for no reason is required for those effects. The observer is using the color of the cape to infer the emotional state of the wearer of said cape, essentially.

brian 333
2018-01-10, 10:57 AM
Druids love the Snake Staff

This quarterstaff or bo-stick, billy stick, or club, is a living serpent which has been lignified, which means turned to wood.

Although vibrant colors become subdued and the smooth scales of the serpent take on a woody texture, the weapon resembles a finely sculpted and more or less straight staff or club which looks exactly like the snake used to create it. In combat, S sized serpents are treated as clubs, and M sized serpents are treated as staves, neither offering to hit or damage bonuses. L sized Snake Staves cannot be wielded by creatures of less than L size. This weapon is never suitable for magical enhancement except in the case of the Magic Fang spell, as explained below. Breaking the weapon kills the snake as if it were a coup de grace attack, but normal combat will not harm the animal

When the command word is spoken, the weapon reverts to a living serpent which attacks the druid's opponent to the best of its ability. The kind of snake it becomes is determined by the choice of the creator and cannot be changed.The druid has no automatic means to command or control the serpent other than its preference to fight the druid's opponent or creatures in its way of doing so.

Only druids can create these items.

They do so by gaining the cooperation of the serpent. Serpents already under the influence of magic cannot be used for this purpose. Speak With Animals, affecting the druid rather than the snake, can be used to gain consent. The rituals used to create this item are secret, but Druids do not mass produce these items for sale. The only limit to how many a druid may create or carry is found in the encumberance rules.

A druid may give or sell this item, but only rangers, druids, or characters and creatures with druidical powers or spells can activate it. If found, such items radiate an aura of Transmutation and Divine (Druidical) magic of moderate to low intensity.

The spell Magic Fang, cast during the action prior to activating the item, empowers the serpent exactly as if it were an animal companion. Casting before this time simply wastes the spell. After activation the serpent

It is reported that small and tiny creatures, generally fey, are occasionally found to possess tiny versions of this weapon, and in one case a yuan-ti druid created a battering ram from an anaconda of over thirty feet in length.

The material components for creating this item are secrets known only to druids, but based on the prices druids have charged buyers it is deduced to be less than 100gp, with an upper limit of 250gp. Sale prices range from 250gp to 1000gp. More commonly, senior druids will offer them as gifts for junior members of their order.

Unlike other snake staff items, this item is never reuseable, and any individual serpent can only be enchanted by this spell once in its lifetime. After one battle the serpent will resume its natural behavior. If activated with no opponent to fight it will also resume its normal behavior.

It cannot be used to perform non-combat activities.

DM Notes:
1) The magic which creates these items requires a ritual which lasts no less than one hour per HD of the snake.
2) This ritual can only be used on serpents of Animal intelligence.
3) Snakes under duress cannot consent to this magic, and the ritual will always fail.
4) Any attempt by any character to cast any spell of a mind controlling nature on the serpent automatically fails for one day per level of the creating druid after activation. (They get a bit wooden-headed...) Physical control or combat spells work normally.

VoodooPaladin
2018-02-04, 12:12 AM
211: Foodspark

A tiny morsel of comestible material, normally found in a well-manicured and packaged state. Most often these are small packets of flavored condiments, but frozen vegetable slices are also common. When used upon a piece of edible material, a tiny fastspawn is created. Fastspawn are modeled as a random animal from the wizard's familiar list with the Outsider (extraplanar) type. The fastspawn is loyal to its creator(s) to the best of its ability.

If consumed, a Foodspark causes severe diarrhea. This can be cancelled by remove curse. If it is not, then the resulting colonic detritus will become a tiny filthling instead. A filthling is modeled as a homunculus with the Outsider (extraplanar) type, except it has no master and does not require one to survive. It doesn't care about its origins, but is gregarious towards others. It will attempt to tame and adopt any fastspawn it meets.

Faint conjuration; CL 3rd; Craft Wondrous Item, prestidigitation, grease; Price 30 gp

Just gotta get in my regular booster shot against class and dignity... yep, there it is.

Aniikinis
2018-02-05, 08:33 AM
211: Foodspark

Please tell me this is an MRE and not Freeze-dried Chipotle/Taco Bell.

Anyways:
212: Belt of Girth

This cursed belt looks like a normal Belt of Giant Strength. When worn, the belt causes the wearer to grow corpulent and larger, sinking into their skin and causing an annoying poking in their now larger stomach when they move. The wearer takes a -5' penalty to their movement speeds, counts as a large creature, and takes a -2 to Constitution and Strength.

Tales tell of an ogre mage that, upon seeing a Berserker warrior, grew jealous and wanted others to look similar to/worse than him. So he could get all of the women instead.

brian 333
2018-02-05, 10:21 AM
213: Deck of Cantrips

Each card is a waxed linen rectangle about the size of one's palm with a generic pattern on the back and an image and text on the face. When a victim selects a random card from the deck its effect is applied to the victim who gains no save even if entitled to one from the spell effect. (The character drops his spell resistance by the act of voluntarily choosing the card.) Otherwise the card must be displayed to a victim who must be able to see it or the card must be touched to the victim, (ranged touch attack if the card is thrown, shuriken proficiency applies.) For Gaze or Touch attacks, saves apply as normal.

Each card bears a specific cantrip. Some cards are crude and obviously hand-made while others are works of art. In any case, they must be invoked by a wielder capable of using Arcane Spell Scrolls. Simply looking at a deck on a table, or even using them as playing cards has no effect unless one or more of the players intentionally activate a card.

Each card costs 150gp and is consumed upon use..


213a: Deck of Spells

Spells of first level or higher may be placed on such cards. Cost is the cost of a scroll of that spell, but such cards cannot be copied into spellbooks because they are single use magic items.


DM notes:

When administering a ranged touch attack have the player fling a real playing card a similar distance at a similar sized object to determine hits and misses, and to determine accidental hits on adjacent, (possibly friendly,) targets. Use other players, a coatrack, a Fatboy wall display or whatever as the target, and allow shuriken proficient characters to throw twice the distance the player can.

jqavins
2018-02-05, 11:14 AM
212: Belt of Girth...

counts as a large creature...Shouldn't that be "one size larger"? Or did you mean that a human or Halfling alike count as large, while a giant actually counts as smaller.


213: Deck of Cantrips...

When administering a ranged touch attack have the player fling a real playing card a similar distance at a similar sized object to determine hits and misses, and to determine accidental hits on adjacent, (possibly friendly,) targets. Use other players, a coatrack, a Fatboy wall display or whatever as the target, and allow shuriken proficient characters to throw twice the distance the player can.
With all due respect, that's a terrible idea. Some of us are hopeless klutzes, but our characters are not. Heck, that's part of the escapist aspect of RPGs; our characters can do things we can't.

214: Hustler's Darts
These darts may be finely crafted and beautifully decorated, or may be quite ordinary looking. They are of the sort used in competition, and give the user a skill bonus in throwing them. That is to say, they are a cheat. Masterwork darts are easier to enchant, so cost less. If used as weapons, they inflict only one HP per hit, and benefit from only half of the skill bonus (round down) applied to the attack roll.



Skill Bonus
Cost With
Masterwork Dart
Cost With
Plain Dart


+1
106
200


+2
406
800


+3
906
1800


+4
1606
3200



OK, the lid is off. All sorts of cheating items are possible, e.g. other sports equipment, loaded dice, marked cards, etc. Let's go, folks.

jqavins
2018-02-06, 03:39 PM
215: Spell Bullets

This is actually a type of item; many specific ones are possible. These magical pellets are use activated, single use spell storage items, similar in some ways to potions. But, where a potion is imbibed for activation, spell bullets are thrown to activate and where a potion's spell is one that affects the drinker, the bullet's affect must be one with a range type area of effect (e.g. Sleep, Fireball). When the bullet is activated, the effect emanates from its location.

There are three ways to activate a bullet.

The bullet may be thrown into water. It needn't be pure water; a muddy puddle would do but actual mud would not.
It may be thrown into a fire.
It may be thrown against a hard surface (e.g. stone or metal, not flesh or soil) hitting the surface hard enough to inflict damage.Each bullet is made to use only one of these activation methods.

Priced as potions.

(The sort of use I envision, for example: a ranger sneaks up within sight of the enemy camp, where he spies the men on watch, sitting next to the watch fire. He removes a spell bullet from his pouch, places it in his blowgun, and shoots it into the fire. The watchers are taken by the Sleep spell that radiates from it.)

brian 333
2018-02-06, 03:47 PM
With all due respect, that's a terrible idea. Some of us are hopeless klutzes, but our characters are not. Heck, that's part of the escapist aspect of RPGs; our characters can do things we can't.


It's certainly better in that case to roll a ranged touch attack. I was reminded of a certain player in my extended gaming circle with an uncanny skill with cards.

But there are many reasons your character might opt for a ranged touch item as opposed to a gaze attack. For example, the target may not recognize the drawing or its effect as something worth noticing, (Animal or lower Int,) or the user is behind or otherwise out of sight of the intended victim.

216: Axe of Mik
This handaxe can be thrown or weilded as a weapon with a -1 penalty to all combat die rolls. It is Small and Light weapon with a blunt, wedge-shaped head on an 11 inch wooden shaft. Its sole saving grace is that it will render 10 cubic yards of debris into 10 cubic feet of firewood in one ten-minute turn.

What can you charge for an effectively cursed weapon? Its creation cost of about 2000gp would be negated by the fact that few adventurers would be able to afford it who also didn't have access to better for the same price. Farm folk might want such items but be unable to afford them. Perhaps Mik was a wandering tinker who rewarded worthy customers with these efficient tools for reasonable prices.

Durzan
2018-02-20, 04:33 PM
Item #217: The Racking Statue

This item is a medium sized metal statue of a little man with a wicked grin on his face and holding a sign with what appear to be ancient runes etched into it, which can only be made out by standing right in front of the statue.

A Decipher Script check (DC 15) reveals that the runes say the following: "He who reads this sign, receives a swift kick to the groin."

Should someone successfully read the sign, then statue's leg will come to life and kick the unfortunate person with a swift kick between the legs, dealing 1d6 points of damage (It Bypasses all DR) and leaving the victim dazed for 1 round. Any attempt to avoid the kick automatically fails spectacularly and results in another painful kick to the groin... except the second one goes to a random member of the victim's party.

Why would this be a cheap magical item you may ask? Because nobody wants to keep the darn thing.

DMs... place this statue in a treasure trove and watch hilarity ensue.

Bohandas
2018-02-25, 04:25 AM
218.) Indelible scroll (lv 0)- Works like a scroll of a level 0 spell, but can be reused an infinite number of times. Price 500 gp

219.) Indelible scroll (lv 1)- Works like a scroll of a level 1 spell, but can be reused an infinite number of times. Price 1000 gp

brian 333
2018-02-25, 09:56 AM
218.) Indelible scroll (lv 0)- Works like a scroll of a level 0 spell, but can be reused an infinite number of times. Price 500 gp

219.) Indelible scroll (lv 1)- Works like a scroll of a level 1 spell, but can be reused an infinite number of times. Price 1000 gp


Is this a once/day item? Such an item without limits might be more expensive. It does, however, inspire a new idea for me:

220 Quill of Forgery

Any written work may be copied as if written by the original scribe using this magical pen. This quill will not allow adding new information to a work, but excerpts are allowed, meaning that a single word, phrase, or signature can be copied exactly or left out of the copy.

Magical scrolls can be copied either into a spellbook or onto another scroll, but the forger must pay any exp costs. The Scribe Scroll feat is not required, but a copyist without the feat must make a Spellcraft Check as if applying Use Magic Device to cast a spell from the scroll. See the UMD feat for appropriate DCs. By using the ability to leave out a word or phrase the scriber can create magical scrolls which appear normal, but which automatically fail. The exp cost to create the scroll or spellbook must be paid as if a working item were being created.

With the original document in hand the success DC is 20, and a Take 20 is allowed so long as the copyist is undisturbed and takes twice the normal time to complete the work. Copying a copy, however, introduces a chance for errors, increasing the DC by +5 for each step away from the original document. Thus a copy of a copy is a DC 30 check.

The quill may copy 1 page or spell level per day per character level. Level 0 spells require 1/2 page per spell.

Unless the document is checked for authenticity it will pass as the original document. Close scrutiny allows a check to determine authenticity as follows:

Bluff vs. Sense Motive or Forgery Skill vs. Sense Motive for non-magical works. The skill level at the time of the copy is used. The original writer of the document is entitled to a +5 to the Sense Motive check, but will know automatically if alterations were introduced. A person who has read the original document may add Int bonus for each alteration to his Sense Motive roll. Copying into a different medium, such as from scroll to book or from vellum to paper are automatically detected, and imbeded security measures, such as watermarks or crimping, allow those aware of the security measures to detect the forgery.

Spellcraft vs. Spellcraft is used for magical writings. Since a copied scroll or spellbook works as the original, the chances that anyone cares is slight, unless a guild wants to control the sale of scrolls or somd such. But, should it come up, the scriber of the original scroll gains a +10 to his spellcraft check.

A wary wizard may also check the scroll to determine if the scroll has been altered to render it inert. If the caster knows the spell a +10 is allowed on his spellcraft check. Such a spell, copied into a spellbook is useless for memorization, and the spellcaster will learn this the first time a spell is prepared from the faulty copy. It can, however, reduce the cost to research that specific spell by d100%.

Bohandas
2018-02-25, 12:57 PM
Is this a once/day item? Such an item without limits might be more expensive.

That's the price I extrapolated from the magic item pricing tables,
Specifically:

Spell completion item, one use: Spell level × caster level × 25 gp
Use activated item, one use: Spell level × caster level × 50 gp
Use activated item, unlimited use: Spell level × caster level × 2000 gp

Therefore:

Spell completion item, unlimited use: Spell level × caster level × 1000 gp

jqavins
2018-02-25, 03:16 PM
220: Quill of Forgery...
Added item number, 220, to keep the count up.

InkisRatticus
2018-02-27, 09:59 PM
This is just wicked, I amy still these for one of my games since its an e6.

Bohandas
2018-03-18, 05:56 PM
221.) Unlimited Wand
A wand with unlimited usages

Level 0 spell- Faint (any school); CL 1st; Craft Wand, Craft Wondrous Item, the spell contained in the Unlimited Wand; Price 682.5-750-or 766 (low end estimate based on lv 1 eternal wand {eberron pg 265} price times 5/3 divided by 2, mid estimate based on 50 charhge base price times 2, high estimate based on lv0 eternal wand price times 5/3)

Level 1 spell- Faint (any school); CL 1st; Craft Wand, Craft Wondrous Item, the spell contained in the Unlimited Wand; Price 1365-1500 (low end estimate based on eternal wand price times 5/3, high end estimate based on 50 charhge base price times 2) or 1532 (lv0 eternal wand times 10/3)

jqavins
2018-04-08, 01:02 PM
222. Not really) +0 Arrows of Thumping (3.P)
These are ordinary arrows except that their heads are blunted lead weights. They inflict non-lethal damage, in the same amount as the lethal damage from an ordinary arrow.

Cost: 1.5 gp for 20 (due to low volume special construction)
Cost, masterwork: 121.5 gp for 20 (the same masterwork premium as for ordinary arrows)

Bohandas
2018-04-08, 02:06 PM
No.175 band of blinding gestures
This ring will only fit around the middle finger. When the middle finger that it is on is raised by itself and the command word is spoken, the ring will cast Color spray as a first, second, or third-level spell (Save 13, 14, or 15). It has 5 uses, after which a use can be restored if the middle finger is raised for 5 or more minutes consecutively. Ensures that the last thing your enemy sees is you flicking them off.
Aura: faint evocation. Prerequisites: color spray. Cost is 50GP+ level of the spell x 20.

223.) Rude Ring- Once per day the wearer of this ring can flip someone off and in doing so command them to sit and spin for one round (Will DC 11 resists)

faint enchantment; CL 1; Forge Ring, Command; Price 400 gp

Aniikinis
2018-04-09, 08:35 AM
224. The Magic Pain Glove

On inspection, this glove appears to be a simple gauntlet made of average steel. When put on, however, it immediately deals 1d4 Con damage and causes the wearer to be fatigued from the pain. Once the wearer has taken the con damage, they can ask a single question. Once the question is asked, the glove casts divination at caster level 20 and the wearer instantly knows what the divination says.

After using the magic pain glove three times, the user's hand falls off and the glove will no longer work for them again.

rferries
2018-04-10, 12:27 AM
222. Not really) +0 Arrows of Thumping (3.P)
These are ordinary arrows except that their heads are blunted lead weights. They inflict non-lethal damage, in the same amount as the lethal damage from an ordinary arrow.

Cost: 1.5 gp for 20 (due to low volume special construction)
Cost, masterwork: 121.5 gp for 20 (the same masterwork premium as for ordinary arrows)

Perhaps they should do bludgeoning damage too?

jqavins
2018-04-10, 10:53 AM
Perhaps they should do bludgeoning damage too?
Perhaps. Non-lethal is what I want, but a DM might reasonably say that it does lethal bludgeoning, in which case I'll have to think of something else.

The inspiration was a situation in game where I shot a party member (well, tried to shoot a party member; I missed) in order to break an enchantment effect. I had to think over whether or not the damage was worth it, and was inspired to come up with a non-lethal option.

The same character "invented" arrows with vials of Alchemist's Fire attached, giving them much better range and accuracy than a throw. So now I have three different quivers on my back, and I'm on the way to becoming Green Arrow or Hawkeye with bunches of specialty ammo. Eventually I'll need a magic quiver to make the right arrow easy to pick. It should be easy enough to use the same spells as for a Handy Haversack but put them on a quiver instead. Hmm, that's over 1000 gp, but... (http://www.giantitp.com/forums/showthread.php?553969-1001-Homebrew-Magic-Items&p=22983795#post22983795)

rferries
2018-04-10, 10:58 AM
Perhaps. Non-lethal is what I want, but a DM might reasonably say that it does lethal bludgeoning, in which case I'll have to think of something else.

The inspiration was a situation in game where I shot a party member (well, tried to shoot a party member; I missed) in order to break an enchantment effect. I had to think over whether or not the damage was worth it, and was inspired to come up with a non-lethal option.

The same character "invented" arrows with vials of Alchemist's Fire attached, giving them much better range and accuracy than a throw. So now I have three different quivers on my back, and I'm on the way to becoming Green Arrow or Hawkeye with bunches of specialty ammo. Eventually I'll need a magic quiver to make the right arrow easy to pick. It should be easy enough to use the same spells as for a Handy Haversack but put them on a quiver instead. Hmm, that's over 1000 gp, but... (http://www.giantitp.com/forums/showthread.php?553969-1001-Homebrew-Magic-Items&p=22983795#post22983795)

Haha that's awesome! And quite logical, too.

TrT8r
2018-04-14, 09:29 PM
No. 225: Silk net
A net made out of fine silk rope, with weights at the end. Make a ranged weapon attack using strength OR dexterity. On a hit, the target is restrained by the net, and Web is cast as a second level spell, centered on the target. After use, the net regains it's magic the following morning. In the meantime, it can be used as a standard +1 net.
Cost: 450 GP

brian 333
2018-04-15, 03:08 AM
226: Charming Cosmetics

The application of these powders and creams to the face allows the wearer to Charm Person as the spell.


227: Philter Of Loudness

This small vial contains an oil which appears to offer the benefits of a Philter Of Glibness. However, its real effect is to Amplify the speaker's voice. In social situations this might invoke negative reactions, but a commander in battle might benefit from the potion.

RagingKrikkit
2018-04-15, 06:48 AM
228: Orb of Dictation

This small glass sphere, when activated by command word, will record the voice of the activator until the command word is issued again. An Orb of Dictation may only hold one message, and will fill with hazy smoke when carrying one. When an Orb holding a message is smashed the smoke will quickly dissipate and the message will be repeated exactly as dictated (no adjustments for volume, language, etc.)

Bohandas
2018-05-12, 09:53 AM
229.) Magic Stamp Tool

This magical rubber stamp applies a permanent tattoo in a predetermined design. (An unwilling recipient can resist with a dc 10 fortitude save and an unwanted mark disappears in about a month regardless of the success or failure of this save.)

CL 1; Craft Wondrous Item, Arcane Mark; 1001 gp


http://fairytail.wikia.com/wiki/Magic_Stamp_Tool

brian 333
2018-05-14, 08:45 PM
230: Duckfoot Boots

The insides of these boots remain clean and dry no matter what goes on outside. Even donning dirty, wet socks before putting on the boots will not interfere with this property. While they do not protect against heat or cold extremes, these boots will insure that frozen or burned feet are clean and dry.

jqavins
2018-05-14, 11:26 PM
230: Duckfoot Boots
Oh, God, yes, please!

Bohandas
2018-05-18, 12:28 PM
231.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscuring Mist

brian 333
2018-05-19, 01:42 PM
232: Stoneware Honey Pot

This jug is a two-tone brown stoneware pot, (the dark tone is on top, inside, and on the lid.) A simple line drawing of a bee is done in blue on the lower half of the pot. The pot is small and appears to have a capacity of about a pint. It is filled with dark, thick honey, and while it can be poured out, it will never completely empty, emitting a dwindling trickle of honey if held upside down. Replacing the lid on a mostly empty pot and stowing it overnight will allow the honey pot to completely refill.

The honey appears to be raw, wild honey, and it is very dark in color with a very strong honey flavor. This allows it to be smelled at some distance, which may create issues.

Bees, wasps, ants, and flies home in on the scent, and when near colonies of such creatures they will attempt to steal as much of the honey as possible. They will passively gather the honey and will only attack if some are killed or injured while gathering it.

Bears and badgers, on the other hand, will certainly attack to get their paws on the honey.

1 in 1000 of these actually contain Royal Jelly.

sengmeng
2018-05-19, 04:42 PM
233. Scooby's Collar: only usable by animals, this collar gives an animal the ability to speak and understand Common the entire language, not just the rapper

Cluck_Morris
2018-05-20, 12:56 AM
234: Cross-party Bag of Holding (Cursed Item) (Price: 75 gp)

Items placed in the bag of holding are retrievable by members of another group with this same item the DM presently runs and vice versa.

My thanks to a devious player who created this and my pity to my other party.

Maelynn
2018-05-20, 06:01 AM
235:Tindr Box

when this box is opened by sliding the lid to the left, it's a normal tinder box that can be used to start a fire. When opened by sliding the lid to the right, the box creates a match that can be used to set something on fire without requiring something flammable.

Number of uses: 1/day, resets at dawn.

jqavins
2018-05-20, 08:46 AM
235:Tindr Box... a match that can be used to set something on fire without requiring something flammable.

Number of uses: 1/day, resets at dawn.
So, the match that can set fire to otherwise noninflamable things. And the box is special because it makes these magic matches. You might (or you might not) want to add a clause that the magic matches "expire" at dawn when the nox resets, or people will accumulate them, keeping the one produced each day that it is not needed.

rferries
2018-05-20, 03:25 PM
231.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscuring Mist

Madness!


232: Stoneware Honey Pot

This jug is a two-tone brown stoneware pot, (the dark tone is on top, inside, and on the lid.) A simple line drawing of a bee is done in blue on the lower half of the pot. The pot is small and appears to have a capacity of about a pint. It is filled with dark, thick honey, and while it can be poured out, it will never completely empty, emitting a dwindling trickle of honey if held upside down. Replacing the lid on a mostly empty pot and stowing it overnight will allow the honey pot to completely refill.

The honey appears to be raw, wild honey, and it is very dark in color with a very strong honey flavor. This allows it to be smelled at some distance, which may create issues.

Bees, wasps, ants, and flies home in on the scent, and when near colonies of such creatures they will attempt to steal as much of the honey as possible. They will passively gather the honey and will only attack if some are killed or injured while gathering it.

Bears and badgers, on the other hand, will certainly attack to get their paws on the honey.

1 in 1000 of these actually contain Royal Jelly.

I love this writeup. I wonder what the market value of honey is, in DnD?


233. Scooby's Collar: only usable by animals, this collar gives an animal the ability to speak and understand Common the entire language, not just the rapper

Bwahahaha!


234: Cross-party Bag of Holding (Cursed Item) (Price: 75 gp)

Items placed in the bag of holding are retrievable by members of another group with this same item the DM presently runs and vice versa.

My thanks to a devious player who created this and my pity to my other party.

This is an amazing abstraction of so many RPG inventory mechanics. Kudos to you and the player!

brian 333
2018-05-20, 03:58 PM
I love this writeup. I wonder what the market value of honey is, in DnD?

1 copper per ounce. A pint would be 1 silver six copper. Haley would pay a silver, I'd have to pay two.

sengmeng
2018-05-21, 12:41 AM
236: Gloves of Ledgerdemain: these gloves have a pair of tiny ring gates sewn into the palms. These act as permanent portals linked to each other and allow objects to pass from one hand to the other. This can provide a +5 enhancement bonus to Sleight of Hand checks to perform street magic. They function if worn by two separate people as well, allowing them to pass objects back and forth if they can fit through a 2 inch diameter circle. A very dexterous user could also hold up his or her palm to let an incoming projectile pass into one gate and out the other (DC 30 reflex save) though most likely only bolts or arrows. The projectile would exit the glove with the same force, so it could be redirected this way too.

Ursus Spelaeus
2018-05-21, 10:33 AM
When I visited Leifeng Pagoda in Hangzhou, I learned that the Chinese used to seal scrolls within hollow bricks in their buildings to protect them from spirits.

237: Sanctified Brick: A 10 foot section of wall containing one of these bricks deals 2d4 damage to incorporeal creatures attempting to pass through it.

brian 333
2018-05-26, 08:19 PM
238: A Square Meal

What appears to be a cloth patch with a picture of a plate of food is actually a real plate complete with the proper eating utensils for the meal that is on it, all of which has been treated with a Shrink Item spell. Thus, a hot meal can be served virtually anywhere in the time it takes to unpack the cloth patches. And as a bonus, the plates and utensils remain after the meal has been consumed.

sengmeng
2018-05-26, 09:04 PM
239: Ring of the Assassin
This ring has two functions. One is that it has a needle mounted to it with a reservoir to contain one dose of poison. Attacking with it counts as making an unarmed strike for the purposes of feats such as weapon focus or the number of attacks you get, such as with flurry of blows, but it is resolved as a touch attack and deals no damage other than the poison. A Sleight of Hand check vs the target's AC lets you attack without being noticed (you still need a separate attack roll to connect). Alternatively, you can deal normal unarmed damage and administer the poison by resolving it as normal, not a touch attack. The other function is that you finger slips into an interdimenional space, and does not protrude from the other side of the ring. This lets you wear a wrist blade that extends through the space that your finger would otherwise be in.

Bohandas
2018-05-26, 11:41 PM
When I visited Leifeng Pagoda in Hangzhou, I learned that the Chinese used to seal scrolls within hollow bricks in their buildings to protect them from spirits.

237: Sanctified Brick: A 10 foot section of wall containing one of these bricks deals 2d4 damage to incorporeal creatures attempting to pass through it.

On a related note in a cold climate you could get double protection or more by instead soaking the scrolls in holy water and using them to make pykrete walls

jqavins
2018-05-27, 04:50 PM
239: Ring of the Assassin...
This lets you wear a wrist blade that extends through the space that your finger would otherwise be in.Or just impersonate an amputee. :smallsmile: Silly? Well, yeah, but useful for a disguise, maybe.

Maat Mons
2018-05-27, 11:14 PM
Everlasting Soap
Price (Item Level): 25 gp (1st)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC 16) conjuration
Activation: -
Weight: 1/4 lb.

This item appears as an ordinary (slightly worn) bar of soap. No matter how much lather it creates, it never grows any smaller.

It is possible to shave thin slices off the bar. If dropped into water, these shavings immediately dissolve and create suds. Otherwise, they disappear in one round. In either case, the bar of soap regenerates to full size over the course of one round.

Prerequisites: Craft Wondrous Item, minor creation
Cost to Create: 12 gp, 5 sp, 1 XP, 1 day

Eversmoking Pipe
Price (Item Level): 100 gp (1st)
Body Slot: -
Caster Level: 1st
Aura: (DC 16) conjuration
Activation: Standard (command)
Weight: -

On command, this seemingly-normal wooden pipe fills with high-quality tobacco smoke. It becomes dormant again when a second command word is given.

Prerequisites: Craft Wondrous Item, wall of smoke
Cost to Create: 50 gp, 4 XP, 1 day

Unsoilable Underclothes
Price (Item Level): 1,000 gp (4th)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC 15) universal
Activation: -
Weight: -

These garments allow the wearer to answer nature's call without interrupting his current activities. Waste is immediately destroyed, leaving no traces on the wearer's body, nor in his clothing.

Prerequisites: Craft Wondrous Item, prestidigitation
Cost to Create: 500 gp, 40 XP, 1 day

Evoker
2018-05-28, 06:36 PM
Least Ioun Stone: Skill

These floating glass beads, reminiscent of Ioun Stones, are very slightly magical. They barely float, bobbing along under their own power at about ankle height. They are highly useful for any person, however. When they are created, they are attuned to any one skill. Once per day, on mental command, they grant a +2 competence bonus on the next skill check of their type made within the next minute.

Caster level: 1st; Prerequisites: Craft Wondrous Item, Caster must be 1st level, 2 ranks in appropriate skill; Market Price: 32 gp.

Anachronity
2018-05-30, 01:45 PM
I included a 'sanctuary brooch' in one of the campaigns I'm GMing, mostly because I just like to get creative with treasure.

It gives +2 to AC and Saves (untyped) against living foes which you have not taken aggressive action against (as defined by Invisibility) in the past hour.
I priced it at 1,000 gp, but honestly it's probably undercosted.

jqavins
2018-05-30, 02:50 PM
240) Everlasting Soap

241) Eversmoking Pipe

242) Unsoilable Underclothes

243) Least Ioun Stone: Skill

244) Sanctuary Brooch

C'mon, folks, let's keep up with the counting.

brian 333
2018-05-30, 04:49 PM
245: Dear Diary

This item is a book varying in size, but cheaply bound on low quality paper. It is capable of recording up to fifteen minutes of thoughts each day, but it cannot be used as a spellbook or a source of materials for scroll-making. It always appears blank unless its owner is on another plane, which allows anyone who can pick it up to read it.

Once per day its owner, no matter the distance, (so long as they are both on the same plane,) may begin recording up to fifteen minutes of thoughts. The page these thoughts are recorded upon will be dated in the calander system used by the owner. When the owner is present and holding the book it can be read by anyone who can see the pages. Otherwise its writing can only be seen through use of Read Magic spells.

One in one hundred of these items is cursed. These cursed diaries can be read by anyone, and everything recorded will be subtly altered to make the owner look bad. Example:

Recorded Thought = We encountered hostile humanoids and slaughtered them. They had 28gp between them.

Written In Diary = We encountered peaceful humanoids and slaughtered them for 28gp.

sengmeng
2018-05-30, 05:38 PM
246: Deer Diary
This small leatherbound book creates entries in it itself, recording the time and date, number, size, species, direction, distance, and number of points of any animal with antlers who approached within 1000 feet of the book. Its pages are infinite, but any writing put into it by a creature instantly disappears.

brian 333
2018-06-13, 03:07 PM
247: Vial Of Vermin Repellant

Alchemists prepare this bad-smelling but potent oil for protection from midges, mosquitos, stinging flies, and all other creatures of the Vermin type. Such creatures cannot approach within 5 feet of the character, and thus only vermin which have 10 foot reach can attack the character. Vermin may not attack the characyer annointedwith this oil even if forced within 5 feet by the character's actions.

Each vial has a base cost of 200gp.

Flask of Vermin Repellant

Up to 5 applications of the oil can be contained in the flask.

TrT8r
2018-07-26, 04:12 PM
248: Pavel's biscuits
These stale biscuits never run out and are stored in a small cloth bag. As an action, you may throw a biscuit at any area you think may be trapped or magical. The biscuit will then detonate said trap or effect, if there is one there AND provided it would do so logically (ie, detonating a pressure plate or pit trap). If it could not logically, roll a d20. On a 19-20, it somehow defies logic and detonates said trap.
Price: 550 gp.
Named after Pavel the wizard, who triggered many a trap with stale biscuits he found in his pocket.

TrT8r
2018-07-26, 09:56 PM
249: trumpet of doom
When played, up to 4 creatures that you choose that has the ability to hear must make a wisdom saving throw (DC 15) or take 2d6 psychic and 1d6 necrotic damage. A creature may cover it's ears (if it has any) as a bonus action to gain advantage on the check. Any creature that succeeds on the save is immune to the deathly tune for 24 hours. Any creature killed by the damage reincarnates as a skeleton under your control. You may only have up to 3 minions at a time, and they only last for 12 hours, afterwards they crumble into dust.
Value: 840/gp

jqavins
2018-07-27, 08:09 AM
249: trumpet of doom...How does that price out? For this much damage and skeletal minions, it sounds to me as if you're missing a zero or two.

TrT8r
2018-07-27, 09:29 AM
How does that price out? For this much damage and skeletal minions, it sounds to me as if you're missing a zero or two.

I nerfed it.

brian 333
2018-07-27, 10:27 AM
250: The Party Ball

This can be an orb of from 10 to 100 centimeters in diameter, and is covered with dozens to thousands of tiny mirrors.When thrown up and the command phrase is uttered, the ball floats in place slowly spinning, and glowing from an internal light which sends shattered rainbow reflections from the tiny mirrors. When the spell ends in 4+1d4 hours, the light extinguishes and the ball falls to the ground and shatters. Attempting to move it after it is activated shatters it and terminates all effects immediately.

Cost = 700gp

250a: The Disco Ball

This is an enhanced version of the party ball. In addition to all the stated effects, this version also plays a musical score of popular dance tunes. There are no vocals, and the music tends to be generic and repetitious, but it is loud and played to a heavy beat.

Cost = 1000gp

Bohandas
2018-07-29, 01:31 PM
251a.) Table of Occasional Mending
Once per week, when a small object is placed on this small table and the command word is spoken the object is repaired as per the Mending spell

Faint Transmutation; Craft Wondrous Item, Mending; Price 30gp; Weight 12 lbs

251b.) Sack of Occasional Mending
Once per week, when a small object is placed in this sack and the command word is spoken the object is repaired as per the Mending spell over the course of one minute

Faint Transmutation; Craft Wondrous Item, Mending; Price 30gp

Bohandas
2018-07-30, 10:34 PM
252a.) Magic Basin- This bowl attached to a heavy runed stand refills itself when water is poured out of it, but no more that one gallon per day

Faint Conjuration; Craft Wondrous Item, Create Water; Price 50 gp

252b.) Magic Water Bowl- This bowl refills itself when water is poured out of it, but no more that one gallon per day

Faint Conjuration; Craft Wondrous Item, Create Water; Price 100 gp; Weight 1lb + the weight of any water

brian 333
2018-08-01, 02:25 PM
253: Everlasting Tea Bag

This tiny spidersilk bag contains the shredded leaves of a fine tea variety. When immersed in hot water for three minutes the bag can be removed by its string and tassel, leaving behind a nice cuppa tea. It can be enjoyed as is or it can be enjoyed with sugar, cream, scones and marmalade, and/or tea biscuits.

Each bag may be used to brew 10,000 6 oz cups of tea.

This item also comes in other varieties, such as black tea, green tea, mint tea, and any of a wide variety of herbal teas.

A more expensive variant incorporates a Ray Of Frost spell which produces a gallon of iced tea, but these tea bags are single use items.

It is possible that healing herbs can be used to create healing teas, poison neutralization teas, and disease removal teas. These will be single use items that are much more expensive.

Fine Tea = 250gp
Exotic teas = 500gp

Single use Iced Tea = 100gp

Maat Mons
2018-08-01, 05:35 PM
253: Everlasting Tea Bag

And if you place it into the mouth of a corpse, it can never be removed, even after the creature is resurrected.

JMAP94
2018-08-01, 06:01 PM
#254 The Liar's 54 (any d20)

This Liar's 54 are a set of magic items which include the Liar's Gloves and the Liar's Deck, a deck of 52 enchanted playing cards. If a person wear's the Liar's Gloves, and looks at the back of any card in the Liar's Deck, he will hear the identity of the card (King of Hearts/ Ace of Spades) similar to how the spell "message" works. In addition, if the wearer of the Liar's Gloves uses an illusory effect on any card in the Liar's Deck, the DC to disbelieve the illusion is increased by 7.

jqavins
2018-08-02, 07:20 AM
253: Everlasting Tea Bag
It is possible that healing herbs can be used to create healing teas, poison neutralization teas, and disease removal teas.So, the actual healing herbs have to be put in, and it's a one use item. How is that not just an ordinary tea bag? That is, why does it require any sort of special or enchanted bag if the healing properties are in the herbs and the herbs are provided separately?

Mind you, a Tea Bag of healing or the like is a dandy idea. For an herbalist to make or acquire small bags of fine silk or alchemists' filter paper and make little packets of herbs, all ready to go into hot water is a nice innovation.

brian 333
2018-08-02, 07:55 AM
So, the actual healing herbs have to be put in, and it's a one use item. How is that not just an ordinary tea bag? That is, why does it require any sort of special or enchanted bag if the healing properties are in the herbs and the herbs are provided separately?

Mind you, a Tea Bag of healing or the like is a dandy idea. For an herbalist to make or acquire small bags of fine silk or alchemists' filter paper and make little packets of herbs, all ready to go into hot water is a nice innovation.

You pretty much have it. The Everlasting bag is reuseable because it's enchanted, the one-use items may have enchantments, or they may be herbal preparations as you describe..

Maelynn
2018-08-02, 08:54 AM
A more expensive variant incorporates a Ray Of Frost spell which produces a gallon of iced tea, but these tea bags are single use items.

Fine Tea = 250gp
Exotic teas = 500gp

Single use Iced Tea = 100gp

Is the bolded bit a typo?

Bohandas
2018-08-02, 10:49 AM
Is the bolded bit a typo?

I think it's more expensive because you have to keep buying them

sengmeng
2018-08-02, 10:57 AM
#255 Necklace of Fashion

These necklaces come in a variety of materials and craftsmanship. When donned, it covers the wearer's actual clothes with an illusion of an outfit they picture. This looks perfectly realistic, but it doesn't move quite naturally, making it a DC 13 Spot check save to realize it's not real if the wearer moves while being observed. The necklace's appearance never changes, so it limits what outfits would look fashionable. They are generally used to try on outfits without the hassle of actually dressing and undressing, saving time and informing future purchases, and they are often worn as an accessory without activating their magic. The necklace is usually expensive on its own, but the enchantment adds 500 gp to the base price.

Caster level 5th, silent image, Craft Wondrous Item, faint illusion.

#256 Necklace of Glamer

This version is when the enchantment is added to a necklace or amulet that is already enchanted. The magical aura of the original enchantment is still detectable, but does not function while the illusion effect is in place; the illusion can be dismissed as a free action, but not resumed except by removing and putting the necklace on again. This version is marginally more difficult to spot as fake, requiring a DC 16 Spot check.

Price: +1000 gp. Caster level 10th, silent image, Craft Wondrous Item, moderate illusion

Maelynn
2018-08-02, 01:29 PM
I think it's more expensive because you have to keep buying them

It contradicts the prices he's listed. That's what I meant.

brian 333
2018-08-02, 03:14 PM
It contradicts the prices he's listed. That's what I meant.

It only does so if you ignore per cup prices. I should have worded it less akwardly, but I'm writing to people who will rewrite the items and their descriptions for their own campaigns, so you are getting rough draft quality writing.

Saintheart
2018-08-03, 01:04 AM
#257 Heaven's Chimes
These gleaming little chimes made of thin, cylindrical bronze tubes suspended by golden thread from a round bronze disc strangely do not make any sort of noise when hung in the wind, no matter how violent that wind is.

They do, however, sound under two circumstances:

(1) When a magic user within 10 feet casts Commune seeking to contact a god (or agent thereof) of a Good alignment. When this occurs, the chimes ring in answer to the caster's questions: One high ting for a question that can be answered Yes,, two low, bell-like tongs for a question that can be answered No. Questions that fall outside this range or where the answer is "Unclear" cause the chimes to jingle randomly but beautifully while the caster's question is answered in the short phrase the spell allows.

(2) When a magic user casts Planar Ally calling a being of a Good alignment, the chimes jingle in a beautiful but serene manner for the entire period the planar ally is within 25 feet of the chimes and achieving the task the caster sets for the ally.

Caster Level 3rd, Ghost Sound, Detect Good, Craft Wondrous Item. Faint Divination. Price: 200 gp

JMAP94
2018-08-03, 02:13 PM
#258

Blood Ball_ Wt:1b Cost: 20 gp.

This 1 lb ball is actually a rare magical sea sponge called Sanguera. It is photosynthetic, but unlike plants, it only needs water and sunlight to survive. If squeezed, it produces a liquid that is near indistinguisable in both color and texture to blood (DC 25 to realize the difference). , provided that it is first soaked in water, it can produce this liquid at a rate of 1 gallon per minute, after which it is now dry and must be resoaked. The liquid is slightly poisonous, and is not safe to consume (If at least 1 oz ingested, DC 9 Fort Save, 1 pt of Con damage on failed save). Someone who is familiar with the taste of blood would immeditaly be able to tell the difference (DC 5, if person knows the taste of blood, and tastes the Sanguera's liquid).

KateHoll
2018-08-04, 05:21 AM
I also love them!

TrT8r
2018-08-08, 07:27 AM
No. 259: Trick sword
This weapon looks to all but the user to be a standard long sword. However, it is actually a +1 javelin with +100 range (ft). When thrown at a creature who can see the sword and wielder, you have advantage on the check.
Cost: 300 gp

brian 333
2018-08-08, 12:15 PM
260: Mighty Pen

This is a weapon disguised by an illusion as a writing stylus. When the pen is wielded as a sword, the illusion which conceals it will be dispelled, revealing the weapon, usually a masterwork shortsword.

This pen is exactly as mighty as a sword.

Maat Mons
2018-08-08, 03:54 PM
Okay, I've got to ask, what editions are acceptable for this thread? It's tagged as "3.X," but there have been at least three 5e items recently.

Bohandas
2018-08-08, 07:51 PM
Okay, I've got to ask, what editions are acceptable for this thread? It's tagged as "3.X," but there have been at least three 5e items recently.

anything. but if it's not 3.5, 3.0, or pathfinder please note what it's for

TrT8r
2018-08-09, 08:03 AM
In that case, all my stuff is 5e

brian 333
2018-08-09, 12:51 PM
Okay, I've got to ask, what editions are acceptable for this thread? It's tagged as "3.X," but there have been at least three 5e items recently.

I am not statting out my submissions because the user will want to tweak them for his setting anyway. I refer to 3.x rules but a DM running a game in any fantasy game system should be able to adapt any of the submissions for his needs.

261: Lost Marbles

These enchanted glass spheres are typically 1cm diameter. They are typically balls of clear glass with colored inclusions, but may be crafted of clear or colored glass, and may vary from transparent to opaque.

When thrown or projected by sling or other means, the marble can cause the effects of the Daze cantrip. The marble can only inflict 1HP of damage + any applicable Str damage bonus. Damage Reduction may eliminate this damage, but any hit, even if no damage results, forces the character to save or be Dazed as the spell.

The Attack roll is calculated as a Ranged Touch Attack for the Daze effect, but to inflict damage requires the Attack roll to successfully defeat the victim's AC as in a normal attack. Thus, for each individual Attack roll, there are two numbers to beat: the Ranged Touch AC and the full AC. (This is not to be construed as two attacks. There is a single die roll with three potential effects: a miss, a hit which invokes the spell effect, and a hit which invokes both the spell effect and the damage effect.)

Additional hits while the victim is Dazed cannot inflict additional Daze effects, though they may inflict additional damage.

jqavins
2018-08-10, 06:49 AM
261: Lost Marbles...
In its name only, this goes well with my Hold My Beer submission to the 1001 Homebrew Spells thread.

TrT8r
2018-08-11, 08:55 AM
#258

Blood Ball_ Wt:1b Cost: 20 gp.

Someone who is familiar with the taste of blood would immeditaly be able to tell the difference (DC 5, if person knows the taste of blood, and tastes the Sanguera's liquid).

What about the smell of blood? Like, could a predator or shark smell it and think it's real blood?

TrT8r
2018-08-11, 09:27 AM
No. 262; Portable Trap Set
This is a set of black chalk that can be used to draw a trap on any solid surface, taking three rounds to do so. When drawn, the trap functions as it should. The drawn trap loses effect and becomes a drawing after one hour. It become permanent if it is redrawn once every half hour for ten hours. The chalk has 250 uses.
Traps: Pit (normal) - 1 use
Pit (hidden) - 2 uses
Blowdart trap- 4 uses
Pit (spring-loaded) - 4 uses
Cost - 800 gp

Maelynn
2018-08-11, 11:00 AM
Someone who is familiar with the taste of blood would immeditaly be able to tell the difference (DC 5, if person knows the taste of blood, and tastes the Sanguera's liquid).

If they are 'immediately able to tell the difference', why a DC5? Then it should be an autosuccess without a DC, no?

brian 333
2018-08-11, 12:09 PM
If they are 'immediately able to tell the difference', why a DC5? Then it should be an autosuccess without a DC, no?

I read that as, "if the taster is familiar with the flavor of blood it is immediately entitled to a save."

TrT8r
2018-08-15, 03:16 PM
No. 263 - Sauna Bottle (5e)
When uncorked, the bottle produces warm steam that dissipates in the air. When used in an enclosed area, the temperature rises and steam fills the room. Any creature that stays in the room gains temporary hitpoints equal to their level. Each bottle has a 1/6 chance of being a bottle of choking
Cost: 150 gp

No. 264 - Bottle of choking
This Item appears to be a Sauna Bottle, and magic reveals that it is one. However, a DC 20 arcana check proves that it is not. A Bottle of choking produces warm, thick steam that dissipates slowly. When used in an enclosed room, after 10 minutes of being opened, every creature that does not breathe water will start drowning and be unable to breathe. Exiting the steam cloud will reverse the effect.
Cost: 150 gp

ShedShadow
2018-08-18, 07:05 AM
No. 265 - Lucky Ring

This ring, a simple nondescript golden band with scratches from wear, grants the wearer who believes this ring to actually be lucky a +4 to the first saving throw of the day.

Faint abjuration; CL 5th; Craft Wondrous Item or Forge Ring, Resistance; Price 10gp);Weight 0,2 lb.

zaratustra
2018-08-18, 08:07 AM
No. 266 - Grasping Gauntlet

This gauntlet can be triggered with a power word to stay "fixed" in whatever hand position it is currently positioned. This gives +2 to opposed grapple checks, as well as +2 to Climb checks when the climb would take more than a turn. Other, more niche uses are surely possible.

If for some reason the strength of the gauntlet's grip needs to be checked, use the strength of the last person to wear it (yes, it can be removed and still remain locked)

Prereqs: Craft Wondrous Item, Spider Climb or any "Hand" spell
Cost to Create: 500gp, 20XP, 1 day

Bohandas
2018-08-24, 11:25 AM
267.) Table of Accessibility (3.5e)
A person sitting or standing at this oversize table can telekinetically move or manipulate any object on it weighing less than 5 pounds.


faint transmutation; CL 1st, Craft Wondrous Item, Mage Hand; Price 120-500gp + cost of the table

(price breakdown: [spell level 1/2] x [cl 1] x [2000 gp for continuous spell] x [1/2 for movable wondrous architecture discount (stronghold builder's guidebook pg 70 column 1)]=500 gp. Range of prices under 500 gp represent the spell being limited to what's on top of the table)

Vaern
2018-08-24, 03:37 PM
268. Bolt Launcher
This appearance of this magical device resembles a bow mounted horizontally on stock. A lever primes the device and allows the user to ready a single piece of specialized ammunition. A second lever activates the device and causes the bolt to fly at a target of the user's choice, using a ranged attack roll.
The bolt has a range increment of 80 feet. A bolt fired from a medium bolt launcher deals 1d8 points of piercing damage, though smaller or larger bolt launchers deal damage according to their size. Bolts usable with a bolt launcher can be purchased for one silver piece each, and are usually sold in sets of ten.
The bolt launcher is considered a simple weapon, and may be made masterwork and modified with magical enhancements as a ranged weapon. Bolts may also be made masterwork and modified with magical abilities, and retain any such properties when launched from a bolt launcher. Any feats that the user possesses which modify ranged attacks, such as point blank shot, apply to the bolt launcher.

Faint transmutation; CL 1st; Craft Magical Arms and Armor, Launch Bolt; 35 GP; 4 lb. (medium)

269. Everbright Clothes
Usually a full set of fine clothing or ornate robes, everbright clothes are enchanted with simple magic that prevents them from ever being soiled by dirt, blood, or any other nonmagical substance. Dyes that were used on the clothing before it was enchanted are not affected. In fact, the enchantment preserves the dyes' vibrancy and restores the color should anything cause it to fade. Excessively large stains vanish at a rate of one square foot per round.
When found as random loot, sometimes only a single article such as a shirt or a pair of pants is found.

Faint transmutation; CL 1st; Craft Wondrous Item, Prestidigitation; 200 GP plus the cost of the clothing to be enchanted (usually expensive clothing such as a courtier's, noble's, or royal outfit)

jqavins
2018-08-25, 04:41 PM
268. Bolt Launcher...
Did I miss something? Isn't this just an ordinary crossbow? Is there anything magical about it?

Morphic tide
2018-08-25, 05:34 PM
Did I miss something? Isn't this just an ordinary crossbow? Is there anything magical about it?

Blue is, generally, for sarcasm on this forum, so it's a joke magic item replicating a mundane crossbow via magical alterations to normal bows (in case you didn't notice, it has a Faint Transmutation aura). Though I'd actually kind of like to see a bit of the crunch rephrased so that it actually has some real use over non-magical crossbows. Probably by expressing it as divergence from a normal bow, instead of specifically expressing a normal crossbow, such that you now get to stack extra modifications normally unusable on crossbows. Like the strength bonus allowance.

Vaern
2018-08-25, 09:45 PM
The item is intended to replicate the effects of the Launch Bolt spell in the Spell Compendium an unlimited number of times per day. The spell, for all intents and purposes, functions exactly the same as firing a bolt from a light crossbow, but without actually needing a light crossbow.
The deliberate lack of references to a standard crossbow was to emphasize that the bolt launcher is not a crossbow, because that would defeat the purpose of emulating a spell that exists for the sole purpose of not needing to carry a crossbow.

In other words... The joke is that the item is not a crossbow. The punchline is that the item is, in fact, an ordinary crossbow.

I suppose, technically, crafting the magic item would require material components equal to casting the spell fifty times and would thereafter not require the material component to cast the spell. So the item could be rewritten such that it has infinite ammo and reloads itself as a free action... But the completely mundane version just seemed hilarious to me.

FlameUser64
2018-08-26, 06:13 AM
Perhaps. Non-lethal is what I want, but a DM might reasonably say that it does lethal bludgeoning, in which case I'll have to think of something else.
At the risk of explaining something you might already know (because I got the impression from your post that you might not): Nonlethal damage is a special kind of damage (much like, say, ability damage), rather than a damage type. Nonlethal damage, unlike the aforementioned ability damage, can also have a damage type. As such, if you attack someone with a sap, you deal nonlethal bludgeoning damage. If you attack with a whip, you deal nonlethal slashing damage.

With that in mind, these arrows could very reasonably deal nonlethal bludgeoning damage.


Also, so that I'm contributing to the thread, here's something copy-pasted from my own homebrew (and slightly edited to remove references to the race it was originally associated with). It's not technically magical in nature, but classifying it as a wondrous item seems like the easiest way to go about things.

[PF] 270. Dawnstone
Aura no aura (non-magical); CL —; Slot see text; Weight —; Price 70 gp

This peculiar gemstone, typically light blue or pale green in colour, is favoured by sylphs and elemental (air) bloodline sorcerers and commonly incorporated into jewelry such as bracelets or pendants. As a move action, a sylph or suli can channel her innate electricity into a worn or held dawnstone, causing it to shed light equivalent to a torch for 1 minute. Channeling electricity into the dawnstone repeatedly allows the wearer to stack the duration; for example, spending 2 consecutive move actions channeling electricity into the dawnstone will cause it to glow for 2 minutes. A dawnstone cannot hold more than 30 minutes of charge at one time. Furthermore, dealing electricity damage to a dawnstone causes it to glow for 2 minutes per point of electricity damage that would have been dealt to it (before halving damage due to the dawnstone being an object and before applying hardness), to a maximum of 30 minutes at 15 points of damage, with excess damage being dealt to the dawnstone (remaining damage is halved and then hardness applied, as normal). A standard-sized dawnstone fits in the palm of your hand, and has hardness 7 and 13 HP.

The listed price includes the cost of a piece of mundane jewelry to incorporate the dawnstone into; alternatively, it can be incorporated into a piece of magical jewelry, or into a weapon as a decoration, by adding 70 gp to that item’s cost.

Bohandas
2018-08-26, 07:56 AM
Blue is, generally, for sarcasm on this forum, so it's a joke magic item replicating a mundane crossbow via magical alterations to normal bows (in case you didn't notice, it has a Faint Transmutation aura). Though I'd actually kind of like to see a bit of the crunch rephrased so that it actually has some real use over non-magical crossbows. Probably by expressing it as divergence from a normal bow, instead of specifically expressing a normal crossbow, such that you now get to stack extra modifications normally unusable on crossbows. Like the strength bonus allowance.

Now you see I'd use the launch bolt spell to make a reactionless gun; remove the actual bow and just have a stock and a hand cranked ammo feed

gooddragon1
2018-08-28, 06:13 PM
271:

Utility Glove

This unusually bulky yellow leather glove has a faintly glowing semi-precious stone set into it on the knuckle of each finger and one on the back of the hand for a total of six stones. By pressing a stone and saying a corresponding command word one of the effects activates as listed below. Once a stone is pressed it stops glowing for that day and the effect cannot be activated again until the following day.

Amber - Touch of Fatigue
Garnet - Prestidigitation
Aquamarine - Open/Close
Amethyst - Dancing Lights
Jade - Mending
Topaz - Ghost Sound

Faint Evocation, Illusion, Necromancy, Transmutation, and Universal; CL 1st; Craft Wondrous Item, Dancing Lights, Ghost Sound, Mending, Open/Close, Prestidigitation, Touch of Fatigue; 1000 GP; 2 lbs.

I made a more expensive version a while ago, but it's over 1000 gp.

Vaern
2018-08-28, 11:24 PM
I made a more expensive version a while ago, but it's over 1000 gp.
There's another 1001 Magic Items thread without the price limit on it if you want to post the bigger version of your Finity Gauntlet Utility Glove. I think it's fallen of the front page, but it shouldn't be too hard to find.

gooddragon1
2018-08-29, 09:12 PM
There's another 1001 Magic Items thread without the price limit on it if you want to post the bigger version of your Finity Gauntlet Utility Glove. I think it's fallen of the front page, but it shouldn't be too hard to find.

Not necessarily an upgrade in the effects so much as a different sort of direction with the design... from a certain point of view (:smallbiggrin:): http://www.giantitp.com/forums/showsinglepost.php?p=23333406&postcount=99

Bohandas
2018-08-30, 12:23 AM
272.) Reactionless Crossbow (3.5e)- This is the stock and barrel of a light crossbow minus the actual bow part. Despite missing the bow it fires the same as a normal light crossbow, using the same weapon stats and proficiency. Because it doesn't need to be wound it can be fired using the user's full number of attacks per round. Because it is missing the bow and mechanical mechanisms it is considerably lighter than a normal light crossbow. Although both magic and a weapon it does not count as a magic weapon and it does not pierce DR as such.

Faint transmutatiom; CL 7th; Craft Magic Arms and Armor, Craft Wondrous Item, launch bolt; Price 1001 gp; Weight 1lb

Bohandas
2018-09-03, 02:29 AM
273.) Ultraphosphorescent Tree

This is a tree which, at night or in the dark, re-emits the light absorbed by its leaves during the day, despite having also already used that same light for other purposes. The light shines back out of the leaves. The light emitted is violet in color, green light having reflected rather than absorbed, but is otherwise equivalent to a light spell. The tree cannot shine if it has not been charged with light, but the light does not have to be from the sun. It is possible for a group of these trees to all charge each other and act as a light source underground.


Faint evocation; CL 1; Craft Wondrous Item, Light; Price 250 gp - Much of the cost of creation is in the form of hiring people to do garden type work (profession skills)

(Price breakdown: continuous cl 1 caster 1/2 spell in immovable wondrous architecture. Price hike for continuous spell with duration of less than hours waived in exchange for extra limitations (ie. must be charged, and light is missing its green component))

DuctTapeKatar
2018-09-03, 11:13 AM
Pot of Relief: This nondescript chamber pot is enchanted to generate a thick fog around those who use it, giving a degree of privacy. It is famous among adventurers so that they wouldn't need to do their business in the woods away from camp without humiliating themselves in front of their party.

Portability Sheath: A small sheath akin to that of a dagger enchanted to hold a specific weapon perfectly. Any weapon that is assigned to the sheath can be hidden or stored like a dagger as long as it is sheathed. It is useful for the stealthier of fighters and barbarians who wish to not be found out by the silhouette of their enormous blades.

Plate of Self-repair: Upon being smashed, this clay plate will reassemble itself automatically, leaving no sliver of ceramic material behind. Although the enchantment was originally meant for castle walls, the wizard responsible for the enchantment's creation found that it was too weak of a spell to actually be of use in a siege, but decided that it had its uses outside of combat. He assumes that it could be used for easily-shattered weapons and vials for potions, but has little time to experiment with the idea since his new business took off.

Ring of Confetti Generation: Once upon a time, there was a wizard who had a really annoying friend. This friend was so annoying, that whenever they said something obvious, the wizard would toss a handful of confetti and proclaim "You just figured this out?!" However, confetti was expensive at the time, so he made a ring to replicate the effect. By raising one's hand, a bunch of colored paper streams forth from the gem on this ring. Perfect for parties.

Vaern
2018-09-03, 01:59 PM
278. Sphere of the Eight

This glossy black orb has a single flat face with a small, circular glass window on it revealing a deep blue inky liquid within. Suspended in the dark liquid is an oddly shaped faceted stone. Opposite this flat face, a small white circle on the orb is emblazoned with the mark of Eight.
The sphere of the eight functions much like a phylactery of faithfulness. If the bearer of a sphere consults it when contemplating a course of action, the sphere is able to tell its user if a course of action or an item could adversely affect his alignment or standing with his deity. To do this, the user shakes the sphere while asking a question and then gazes into the window. The faceted stone within the sphere surfaces from the inky depths, pressing one face against the window making the markings on it legible. The stone usually responds with a simple yes, no, or maybe, though short phrases are possible.
To the best of its ability, the sphere always attempts to steer its user away from actions conflicting with his alignment. If the user seeks advice regarding a situation from which no course of action conflicts with the user's alignment, the sphere grants an answer completely at random. If every option offered to the sphere conflicts with the user's alignment, the it responds with an answer such as "I don't know," or "Ask again later."

Faint divination; CL 1st; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law; Price 900 gp.

Bohandas
2018-11-14, 10:59 AM
279.) Amulet of Chilly Retribution

Once per day this amulet automatically casts Chill Touch on any creature that attacks its wearer in melee combat

faint necromancy; CL 1; Craft Wondrous Item, Chill Touch; Price 400gp

jqavins
2018-11-14, 12:09 PM
279(b): Amulet of Chili Retribution
Any ill effects that would afflict the wearer due to consumption of chili, instead afflict the cook.

"Prepare your chili well, my friend, for you never know who will be eating."

Aniikinis
2018-11-17, 09:14 AM
280.) Third Eye of Sight

With a clap of the hands, this small jewel, placed right between the eyes, sheds light in a 60 ft. cone ahead of it.

faint evocation; CL 1; Craft Wondrous Item, Light; Price 1000gp

Maat Mons
2018-11-17, 04:03 PM
Third Eye of Sight
Price 1000gp

Okay, so it's a miniature bullseye lantern, with a forehead strap, and a casting of continual continual flame so you don't need oil.

How the ever-loving crap does it cost so much?

Aniikinis
2018-11-17, 09:08 PM
Okay, so it's a miniature bullseye lantern, with a forehead strap, and a casting of continual continual flame so you don't need oil.

How the ever-loving crap does it cost so much?

It's not a headlamp nor does it have continual flame, that would have made it cost way too much. It's closer to a bindi than anything else.

Light (1/2)*1CL*2000(use-activated or continuous)gp for a total of 1000 gp. If it was a headlamp, and not a bindi, it would cost 1500gp due to Uncustomary space limitation multiplying the final cost by 1.5.

Maat Mons
2018-11-18, 02:27 AM
One casting of continual flame costs 100 gp. That's 3x2x10 gp to pay an NPC to cast it, and 50 gp for the material component. Cast it on a small rock, then glue the rock to your forehead. You now have a hands-free light source. It lasts forever (duration: permanent). It clearly illuminates out to 20 feet, and gives shadowy illumination out to 40 feet.

Or have the NPC cast continual flame on a dull gray ion stone instead. You'd have to spend 25 gp on the ion stone but then you wouldn't have to worry about the glue coming lose.

Or have the NPC cast it on a mundane hat. The hat is still a nonmagical item, so it doesn't start taking op a body slot. You can just wear it over an actual magic item that does take up that slot. Or have the NPC cast continual flame on your magic helmet. You're not enchanting the helmet any further, you're just casting a spell on it, so it doesn't cost anything beyond what the spell does.

Or continual flame can be cast on literally any other item that you'll happen to have with you in a dungeon. However you go about it, your lighting needs are taken care of for 100 gp. So why spend 10 times as much on this thing?




What's that you say? You feel that a range of 60 feet merits a higher cost than a range of 20 feet? Well, we haven't exhausted our nonmagical tricks yet!

All you need is a tiny metal dish, with the inside polished. That will act as a reflector when the light source is placed within it.

How much does that improve the range? Well, a bullseye lantern shines twice as far as a hooded lantern. So our continual flame and reflector combo apparently has us up to 40 feet (and shadowy illumination out to 80 feet).

But how much does a reflector cost? Well, a bullseye lantern costs 5 gp more than a hooded lantern. So apparently the reflector costs 5 gp.

Okay, so 105 gp, plus whatever it costs to attach the pebble inside the reflector and attach the reflector to a band of cloth or leather. Then you tie it on your head, and you're good to go. If you want to get fancy, you can give it some sort of buckle.

And this still isn't taking up a body slot, because it's just mundane gear that happens to have a spell in effect on it. A spells with a permanent duration, sure, but that doesn't suddenly turn it into a magic item.



Don't like continual flame for some reason? Well, magic weapons can shed light as a torch for no additional cost. So, actually, the magic sword you're already holding is probably already giving you all the light you need. But let's say your magic sword is one of the ones that doesn't glow. Not to worry, one magical arrow costs 40 gp. Buy one of those, break the head off, and tie it on a string. Now you've got a necklace that sheds light as a torch.

And it still doesn't take up a body slot. Because arrows don't take up a body slot, even if they're magical. And that doesn't change if you tie a chord around the arrow and hang it from your neck.



Now, the most important thing when designing homebrew magic items is, not to slavishly follow the formulaic guidelines. You need to ask yourself "What is this item actually worth?" Well, it does it's job only slightly better than an existing item that costs 40 gp. And, unlike that item, it uses up a body slot. The fact that it takes up a precious slot, in general, cuts the price in half. But we should also add a little bit to account for the increased range.

So 25 gp seems like what we get at from comparing this item to other, similar items.

Now the litmus test. Would you buy it for 25 gp? I wouldn't, not when a slotless version is so darn cheep. But maybe someone would.

Aniikinis
2018-11-18, 10:45 AM
I never expected it to be used, just decided to shee how stupid the item crafting rules can be. But yeah, I'd never spend more than like 20gp on something like this.

jqavins
2018-11-19, 10:40 AM
Because of the body slot issue, I wouldn't have it you paid me the 25gp!

It was routine in my old AD&D parties to take an ordinary bullseye or hooded lantern and replace the wick with a pebble that has Continual Light on it. Cast the spell yourself (or ask your buddy to do it) and it's cost is zero, so you only pay the price of the lamp. We'd also carry Continual Light Copper Pieces (CLCP) with us routinely to throw ahead into dark corridors or drop down pits.

The fair idea here is to have a special lantern made with no fuel tank, both a reflector and a cover, and either add a leather strap to attach it to your forehead or rivet it to a light helmet (making a miner's helmet).

A nice addition would be a dimmable cover, controlled by turning a knob. That would be a magic item, but it should be slotless, as it works just as well when sitting on a table as when carried on the head.

Someone care to price this out?
281: Dimming Glass
This item is a piece of glass mounted in a brass holder. The holder has a knob on one side. Turning the knob in one direction causes the glass to darken (and turning the other way to lighten) anywhere from dead clear to completely opaque.

The glass may be of any shape and size; they are most often either discs or rectangles, from two to four inches (five to ten cm) across. Larger or more complex the shapes are more expensive. The brass frame must be crafted to fit the glass perfectly. The glass may be flat (e.g. a window) or a lens, with lenses, again, costing slightly more.*

These items are usually incorporated into other (magical or nonmagical) devices such as lanterns, though the very wealthy have been know to have whole windows made this way.

* This is to say that the enchantment is moderately more expensive for large pieces, and only slightly more expensive for complex shapes or lenses of modest size. This does not obviate the need to acquire a masterwork lens, window pane, or cut glass shape, which will certainly cost a pretty penny.

Maat Mons
2018-11-19, 10:34 PM
Dimming Glass

You don't need magic for this. (https://youtu.be/r-9uMxmj-HQ?t=52) Two pieces of tourmaline would suffice.

Elvensilver
2018-11-20, 08:09 AM
281) Bracelet/Bracers of Less Harm:
This Bracers may look like anything from wooden beads, to manacles. When worn, every 0th and 1th Level Spell deals minimum effects, making every rolled dice automatically a 1, for both duration and damage. This trinket is often given to children, who start to exhibit sorcerous power, or used in duels where the fight should not become life-threatening. Price: 400GP+base price of trinket

282)Robe of the creative spark:
This beautifully crafted red and orange robe grants dr1 against fire. Whenever you get subjected to fire, gain +5 for the next 10 rounds on a performance check. Electric and a sonic variants exit.
Price: 500GP, resistance & adoration

283)Familiar coat:
a little piece of cloth. If you somehow bind it to your familiar, you or him can 1/day activite it to disguise your familiar as part of your clothing or a accessoire, like a hat or a purse. This is an illusionary effect that lasts for 2hours or until broken. Price: 350GP, disguise self


284)Glove of wide reach:
This thin, almost see-through glove allows you to use mage hand up to five times per day for 10 rounds. Alternatively you can use this hand to administer a spell with reach "touch" in a radius of 4.5m/15feet. For this, you roll attack(the gole counts as a light weapon) against touch-AC, although targets can choose to be hit with the glove. For each spelllevel the glove needs 1 charge. Every night it regains 1D4 charges.
Price:1000GP, To craft: able to cast a second level touch spell, mage hand


285) Earrings of Whispers:
These large earrings are made from fluffy feathers, and usualy sold in sets of 2 to 5. When several persons wear this earrings, they can communicate with each other, for up to 1 hour in 10min intervalls as with the spell message. As long as the distance between any earrings doesn't exceed 50m/165' everyone can whisper/receive whispered messages. With a perception check of 30 the message can be understood by others.
Price: 100GP/Earring