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stenver
2015-08-26, 01:02 AM
Hey guys, I have a magical item shop in my city that also has some 'illegal' goods. The prices are completely made up, of course, no point in arguing over those. But let me know of cool ideas you guys have! Also, tribute to this thread; https://www.reddit.com/r/DnD/comments/3bafk9/i_really_love_magical_items_and_during_my_past/

Here is what i have got:

50 GP
Unholy Water

100 GP
Smokebomb - throw to ground, whole area smoke 2 rounds
Paper x-ray spray - Can see through paper for 1 min
Walking stick sword sheet - looks like a walking stick with cobra head, but can fit any sword inside it
Skeleton key - open any lock that DC is under 15. Breaks after use

300 GP
Penny of Envy: A small penny of absolutely no worth, but when thrown into a crowd it will cause everyone who fails a Will save DC 13 to fight for it as if it was the most valuable item on Earth. The effect lasts 1d6 rounds and does not affect the thrower.
Torturer's Dagger: A small, slick dagger of ebony and red leather. It deals 1d6 damage, then heals 1d6 damage.
Glove of Settle-the-****-down: A glove that, when used to slap someone, makes them realize what a bitch they're being and need to chill the **** out(DC 13 calm emotions)
Philater of love
Ring of singaling: 2 rings, wearer of ring can change the color of the crystal of the ring with a thought. The other ring turns to same color
Spiked Fists of the Undaunted - These brutal gauntlets are clearly designed for one thing: hurting. With brutal spikes, blood will cover your entombed fists as you punch your enemies. The gnarly spikes on the inside cause you to take 1d3 points of piercing damage for every unarmed strike you make. These gauntlets are also cursed, and cannot be removed without using the spell Remove Curse.
Flask of Water - This seemingly nonmagical flask makes any liquid inside it appear to be water, including poisons, smuggled liquors, and other illegal goods.
Decanter of Endless Blood - On command, this item sprays blood everywhere. It is primarily used to frame people or intimidate, and as such has been banned.
Mugglewort "tea": This murky, astringent brew smells strongly of eucalyptus, and cannot be masked by any known mundane or magical means. Ingesting the tea prevents use of spellcasting and innate spellcasting abilities for 24 hours. No save, but immunity to poison applies.
Thunderstone - When a button is pressed, then moments later a loud bang appears, deafening everybody. DC 13 constitution saving throw or deafened for 1 hour, on success 1 round. Usually thrown.
Snakebite Tincture: Made of crushed snakevine berries, a drop of this tincture makes its consumer’s blood toxic to others for 1 hour. Anyone using a Bite attack on the target must make a Constitution Save, DC 15, or suffer from the Poisoned condition until the end of their next turn.
Quill of handwriting - quill that helps you mimic handwriting
Forgers dust - dust that erases any ink without trace

500GP
Millstone(cursed item)- a gray stone that when picked up causes immense fatigue and encumberance to the holder,who finds themselves incapable or ridding themselves of the stone.
Pixie Dust (wondrous item, uncommon). This vial of glittering dust contains a vast amount of raw magic. It is harvested from pixies via a lethal (and excruciating) process. You can use the dust by sprinkling it in the air when casting any spell; the dust replaces any spell components normally required to cast the spell. One vial contains enough dust for one spell.
Sunsblood Philter: Protects a creature from anyharmful effects of Sunlight for 4 Hours (Vampires, Sunburn, blindness, everything).
Ointment of Aglessness: This curious paste is great for disguises and those who hate thier current age range. The consumer's age range shifts one step away from where it was at, there is a 50% chance it increases, and a 50% it decreases. (Young Adult – Adult – Middle Age – Old – Venerable). Young Adults always become Adults and can never regress from this effect. Venerable character always become Old and can never progress from this effect. (Alternatively you can have these limits removed, and treat the more extreme age categories as if having penalties or the like).
Coin of stealing - when put into a purse, it will teleport back to the previous owner in 10 minutes along with other coin in the purse.
Coin of golden purse - when put into purse, will make everyting else you put into the purse look like gold

1000GP
Master Skeleton key - open any lock that DC is under 25. Breaks after use
Burrowing Eye - This eye shaped glyph can be placed on the outside surface of a wall, ceiling, or floor. It then burrows through to the inside surface, where it is visible only as a faint discoloration (DC 20 Perception check to find it). The person attuned to it can look through it at any time.
Burrowing Ear - This ear shaped glyph can be placed on the outside surface of a wall, ceiling, or floor. It then burrows through to the inside surface, where it is visible only as a faint discoloration (DC 20 Perception check to find it). The person attuned to it can listen through it at any time.
Basket of Vipers - A well woven basket, the Basket of Vipers creates one viper exactly at midnight every night, who slithers out of the basket and attempts to kill the nearest person.
Mugglewort extract: This lightly mint-scented oil can be used as a injury or ingested poision. DC14 Constitution save, or lose spellcasting and innate spellcasting for 1 minute (save ends).
Concentrated Euphoria Gas (inhalation poison, uncommon). This smoky gas, exhaled by faerie dragons, shifts colour constantly, casting a prismatic glow on everything around it. If a creature inhales it, they must make a DC 16 Constitution saving throw or be poisoned for 1 minute. They may not take actions, bonus actions or reactions and must roll a d4 on the table below to determine their behaviour. The poisoned character may attempt the saving throw again at the end of each of their turns. 1. The poisoned character moves as fast as it can in a random direction, with a new direction chosen every turn. It believes it is fleeing from a swarm of wasps. 2. The poisoned character stands on the spot, laughing uncontrollably. It is completely unable to explain what it finds so funny. 3. The poisoned character can see 60 feet into the Ethereal Plane, but is blind to their true surroundings, including creatures. They are totally awestruck and cannot communicate in any way. 4. The poisoned character gains the Sunlight Sensitivity trait for the next hour. This effect can only be removed by magic such as Lesser Restoration (the saving throw does not end it).
Cursed tablet - write the name of the person on it and throw it into a water. Next time the person drinks that water, he becomes curse and ill, possibly killing him eventually. Usually thrown into wells of a village, but doesnt work in salt water.

4000 GP
Ooze Jar: This round clay jar contains two separated components that when mixed sparks intelligence within an alchemical creation. It can be thrown as a Grenade Weapon that deals 1d4 Bludgeoning damage. Once thrown the jar breaks, mixing and releasing the alchemical contents, creating an Alchemical Black Pudding. This creature is ravenous, and difficult to control, but will often attack the nearest creature to themselves until defeated. Once an Alchemical Ooze has eaten its fill, it will defend itself from hostile creatures. It is interesting to note that Alchemical Black Puddings do not regard creatures covered in vinegar as food.

JohnTheSavage
2015-08-26, 01:06 AM
Ring of Poison Detection- Shocks the wearer whenever they touch poisoned food or drink,hopefully causing them to drop the fiendish dish.

Why would this be illegal? It sounds like a useful, life-saving, assassin-foiling item.

Ninja_Prawn
2015-08-26, 01:19 AM
And isn't Philter of Love already an uncommon item in the DMG?

Anyway, I humbly submit the Euphoria Gas, Nymph Cloak and Pixie Dust items from my fey homebrew (check under races in the sig, they're in part one). They seem like the sorts of things that should be illegal.

stenver
2015-08-26, 02:54 AM
Why would this be illegal? It sounds like a useful, life-saving, assassin-foiling item.

Good point, thanks


]And isn't Philter of Love already an uncommon item in the DMG?

It is, but that doesnt mean it cant be illegal


Anyway, I humbly submit the Euphoria Gas, Nymph Cloak and Pixie Dust items from my fey homebrew (check under races in the sig, they're in part one). They seem like the sorts of things that should be illegal.

Thanks for the ideas! They are great. I especially like Pixie Dust.

Shaofoo
2015-08-26, 05:58 AM
Well if I were to make a world I would make agate and onyx be illegal to be obtained since they are used as material components to raise the undead, a black market magical item shop could be one way to get them (at a premium of course).

stenver
2015-08-26, 05:59 AM
Thats a wonderful idea :)

. Shadowblade .
2015-08-26, 06:14 AM
500 gp
Dwimmerit handcuffs

These high quality handcuffs (DC 25 for breaking/escaping/lockpicking) are bane of any spellcaster or being with magic in its blood (or with magic essence). They are made of dwimmerit, rare metal which disrupts the magic and makes handcuffed person unable to use any magic or cast spells.

- handcuffed spell caster or being with magic origin feels sick because of dwimmerit radiation - it is Poisoned, cannot heal by resting or by any healing abilities, cannot refresh spell slots, spell points etc..

It is not recommended to do the following actions:
1) breaking / escaping from handcuffs is very painful and will burn the binded one - handcuffed person takes (Proficiency bonus) damage on successful check and must pass Constitution check or become Unconscious for (taken Damage) hours. Double the damage on failed break/escape check. DC 25 for first try and because of heavy burnings DC 30 for 2nd and subsequent tries.
2) If he tries to cast the spell, casting spell is interrupted by unbearable pain and spellcaster is punished by (Proficiency bonus) x (Spell level + 1) damage and must pass Constitution check or become Unconscious for (taken Damage) hours. Max. is 24 hours.
Taken damage cant reduce the HPs to 0. Such damage will leave the burned guy Unconscious and with 1 HP.

If handcuffs are removed then Poisoned condition can be removed after rest - if handcuffed for less than (Constitution) minutes - short rest is enough, otherwise Long rest is needed .

CNagy
2015-08-26, 06:34 AM
I did this once in a campaign where the magocracy strictly regulated the use of magic and the sale of magical items. Anything that could be used offensively by anyone (think an orb off of a necklace of fireballs) was restricted and only available on the black market. I also had marbles that released a single spell when dashed against a hard surface (think Ice Storm in a marble, or Summon Monster, or Power Word: Kill.)

Cybren
2015-08-26, 07:37 AM
If the shop has +1 or better equipment, local lords may want to have a monopoly on them, and make them illegal for commoners, or require their express permission.


Oooohhh they could even try to seize them from PCs if you want a quick way for the PCs to make enemies with the nobility (or if the group has to have, even temporarily, friendly relationship with them, and they have some magic swords and armor, it could be a good setup for "you get attacked while using your backup gear" scenarios)

KorvinStarmast
2015-08-26, 08:09 AM
Laborstone(cursed item)- a gray stone that when picked up causes immense fatigue and encumberance to the holder,who finds themselves incapable or ridding themselves of the stone. Millstone.

Old expression "a millstone around your neck" to describe an overly difficult burden.

Ninja_Prawn
2015-08-26, 08:30 AM
Millstone.

Old expression "a millstone around your neck" to describe an overly difficult burden.

I think the idea is that a labourstone is a magical millstone. Like, you don't need to take an Intelligence check to know that having a literal millstone around your neck will be burdensome, but this little pebble looks totally harmless. Maybe it even masquerades as a luckstone?

stenver
2015-08-26, 08:55 AM
Dwimmerit handcuffs.


Thanks for the idea! Any more?


If the shop has +1 or better equipment, local lords may want to have a monopoly on them, and make them illegal for commoners..

Nice idea, but doesnt fit at the current stage of the campaign. Maybe later ;)


I think the idea is that a labourstone is a magical millstone. Like, you don't need to take an Intelligence check to know that having a literal millstone around your neck will be burdensome, but this little pebble looks totally harmless. Maybe it even masquerades as a luckstone?

The flair and fluff can be adjusted by each DM on his own. But thanks for expanding my vocabulary :)

Knaight
2015-08-26, 09:02 AM
Flask of Water - This seemingly nonmagical flask makes any liquid inside it appear to be water, including poisons, smuggled liquors, and other illegal goods.

Decanter of Endless Blood - On command, this item sprays blood everywhere. It is primarily used to frame people or intimidate, and as such has been banned.

Burrowing Eye - This eye shaped glyph can be placed on the outside surface of a wall, ceiling, or floor. It then burrows through to the inside surface, where it is visible only as a faint discoloration (DC 20 Perception check to find it). The person attuned to it can look through it at any time.

Burrowing Ear - This ear shaped glyph can be placed on the outside surface of a wall, ceiling, or floor. It then burrows through to the inside surface, where it is visible only as a faint discoloration (DC 20 Perception check to find it). The person attuned to it can listen through it at any time.

Basket of Vipers - A well woven basket, the Basket of Vipers creates one viper exactly at midnight every night, who slithers out of the basket and attempts to kill the nearest person.

Orbis Orboros
2015-08-26, 09:21 AM
1000GP
Master Skeleton key - open any lock that DC is under 25. Breaks after use

This should be called "Small Key."

http://cdn.wikimg.net/strategywiki/images/2/26/LOZ_Oos_SnakesRemains_Small_Key_3.PNG

Ninja_Prawn
2015-08-26, 09:22 AM
Flask of Water - This seemingly nonmagical flask makes any liquid inside it appear to be water, including poisons, smuggled liquors, and other illegal goods.

Also, oak trees (https://en.wikipedia.org/wiki/An_Oak_Tree).


Decanter of Endless Blood - On command, this item sprays blood everywhere. It is primarily used to frame people or intimidate, and as such has been banned.

The film industry will certainly mourn its loss, though.

http://3.bp.blogspot.com/-Y2RC_QIuX0E/Ux-4KKni0iI/AAAAAAAADgg/l7bPkdd9oNA/s1600/Nui+Harime+Blood+Laughter.gif

Joe the Rat
2015-08-26, 09:31 AM
I think the idea is that a labourstone is a magical millstone. Like, you don't need to take an Intelligence check to know that having a literal millstone around your neck will be burdensome, but this little pebble looks totally harmless. Maybe it even masquerades as a luckstone?
Wasn't this what the cursed Lodestone did?

But yeah, pretty much anything that would be considered Evil, or would be illegal to own (or acquire without official permission) would fit in nicely. It doesn't all have to be spies and assassins.

Anything made through unsavory means (Tarquin's Cleric-in-a-can, spell components made from the body parts of sentient beings), or has few non-"not good" purposes (poisons, onyx) is ripe for restriction. Anything that could be deemed a threat to the common good (attack items, troglodyte oil bombs, wands of wonder) or problematic for the economy (an alchemy jug would break the chicken guild's mayonnaise monopoly) could be deemed inappropriate.

Here's one I've been using:
Mugglewort: A rare marsh plant that interferes with magic. There are two common preparations
1) Mugglewort extract: This lightly mint-scented oil can be used as a injury or ingested poision. DC14 Constitution save, or lose spellcasting and innate spellcasting for 1 minute (save ends).

2) Mugglewort "tea": This murky, astringent brew smells strongly of eucalyptus, and cannot be masked by any known mundane or magical means. Ingesting the tea prevents use of spellcasting and innate spellcasting abilities for 24 hours. No save, but immunity to poison applies.

The first is a standard poison option (and delivered as such), the second is a way to incarcerate spellcasters without keeping them bound and gagged 24/7, or invoking anti-magic fields. It is strictly controlled by the local government, which therefore makes it a terrific black market item.

KorvinStarmast
2015-08-26, 10:28 AM
Mugglewort: A rare marsh plant that interferes with magic. There are two common preparations
1) Mugglewort extract: This lightly mint-scented oil can be used as a injury or ingested poision. DC14 Constitution save, or lose spellcasting and innate spellcasting for 1 minute (save ends).

2) Mugglewort "tea": This murky, astringent brew smells strongly of eucalyptus, and cannot be masked by any known mundane or magical means. Ingesting the tea prevents use of spellcasting and innate spellcasting abilities for 24 hours. No save, but immunity to poison applies.

Looks a bit like elfbark. Are you familiar with Robin Hobb's Farseer stories? :smallbiggrin:

AugustNights
2015-08-26, 10:58 AM
Illegal Graft Items could be fun. Things like, behold eye stalks, Wings (freshly carved...), Rusting Antennae, a Symbiotic Crawling Hand (symunbiotic?), websilk glands, venom fangs, scorpion's tail, grabbing pincer claws, fierce bitting jaws, and so on...

Dwarfblind Torch: This torch burns with a slight violet hue, only creatures *without* darkvision can see in this light.

Dwarfbright Torch: This torch burns with a slight red hue, only creatures *with* darkvision can see in this light.

Catalyst Oil: Can be worked into an object with 10 minutes time. When the object comes in contact with vinegar (or whatever you like), a reaction occurs causing the object to take 8 points of Damage (metal objects take half damage). The nature of this damage is difficult to detect after it has occured, and if the object is destroyed it leaves little trace. (Disadvantage on Investigation checks). [Useful for disappearing a rope after it is used, or making evidence disappear.]

Unholy Water: Pretty easy to work out...

Antimagic Lodestone: When struck sharply this lodestone radiates an Antimagic Field out to 60 feet. A thin sheet of lead blocks this radiation. This effect lasts for 1d4+1 hours.

Ooze Jar: This round clay jar contains two separated components that when mixed sparks intelligence within an alchemical creation. It can be thrown as a Grenade Weapon that deals 1d4 Bludgeoning damage. Once thrown the jar breaks, mixing and releasing the alchemical contents, creating an Alchemical Black Pudding. This creature is ravenous, and difficult to control, but will often attack the nearest creature to themselves until defeated. Once an Alchemical Ooze has eaten its fill, it will defend itself from hostile creatures. It is interesting to note that Alchemical Black Puddings do not regard creatures covered in vinegar as food.

Daydrops: Provides Advnatnage on Saves against Light based effects and blindness, and allows a character with Darkvision to see Dwarfblind (character can still see Dwarfbright if they could).

Nightdrops: Provides Darkvision out to 60 feet, allowing a character to see Dwarfbright (character can still see Dwarfblind if they could). If the character already has Darkvision, double its range.

Shriek Salve: This paste makes an amount of noise (up to crafter) when exposed to light. Sound ranges from a whispering whistle, to a human shrieking

Snakebite Tincture: Made of crushed snakevine berries, a drop of this tincture makes its consumer’s blood toxic to others for 1 hour. Anyone using a Bite attack on the target must make a Constitution Save, DC 15, or suffer from the Poisoned condition until the end of their next turn.

Ointment of Aglessness: This curious paste is great for disguises and those who hate thier current age range. The consumer's age range shifts one step away from where it was at, there is a 50% chance it increases, and a 50% it decreases. (Young Adult – Adult – Middle Age – Old – Venerable). Young Adults always become Adults and can never regress from this effect. Venerable character always become Old and can never progress from this effect. (Alternatively you can have these limits removed, and treat the more extreme age categories as if having penalties or the like).

Sunsblood Philter: Protects a creature from anyharmful effects of Sunlight for 4 Hours (Vampires, Sunburn, blindness, everything).

Fighting_Ferret
2015-08-26, 11:19 AM
What is this world like? Magic items are apparently common as there is a shop. Are we looking at things for illicit activities? Or are we talking dark relics that hold curses? or perhaps just things that the local authorities don't consider legal...

Connington
2015-08-26, 01:26 PM
Start from considering what the local authorities would want to restrict or ban. Tools of assassination are obvious, but plenty of governments will look to restrict weapons or weapon like effects. This can range from a ban on certain magical WMDs to restrictions on "certain kinds" of people purchasing them, to a simple "you must be this tall to buy a necklace of fireballs" sign. Historical medieval societies tended to have strict regulations about holding so much as a sword or a chain shirt based on social caste and country of origin.

Then start looking farther afield. Anything associated with sex may be up for disapproval by local authorities, as will any item that produces a euphoric or hallucinatory state. Anything that invades the privacy of one's mind or home will be strictly regulated, second only to items providing mind control. Highly bureaucratic or tyrannical regimes will be interested in anything that could stand in for a printing press or allow for long distance communication. Any number of "prank" items that you'll find scattered throughout RPGs are likely to be treated as public nuisances.

Inevitability
2015-08-26, 03:19 PM
Well, poison is illegal, so anything that creates or enhances poison would be a no-go.

Vogonjeltz
2015-08-26, 04:08 PM
Hey guys, I have a magical item shop in my city that also has some 'illegal' goods. The prices are completely made up, of course, no point in arguing over those. But let me know of cool ideas you guys have! Also, tribute to this thread; https://www.reddit.com/r/DnD/comment...uring_my_past/

Here is what i have got:

100 GP
Smokebomb - throw to ground, 20 foot radius is filled with thick smoke 2 rounds
Paper x-ray dust - Pour this dust over thin paper paper to see through it for 1 min
Cobra head walking stick sword sheet - looks like a walking stick with cobra head, but can fit any sword inside its small extradimensional pocket
Skeleton key - open any lock that DC is under 15. Breaks after use

300 GP
SECRET/SPECIAL:
Penny of Greed: A small penny of absolutely no worth, but when thrown into a crowd it will cause everyone who fails a Will save DC 13 to fight for it as if it was the most valuable item on Earth. The effect lasts 1d6 rounds and does not affect the thrower.
Torturer's Dagger: A small, slick dagger of ebony and red leather. It deals 1d6 damage, then heals 1d6 damage.
Glove of Settle-the-****-down: A glove that, when used to slap someone, makes them realize what a bitch they're being and need to chill the **** out(DC 13 calm emotions)
Ring of Poison Detection- Shocks the wearer whenever they touch poisoned food or drink,hopefully causing them to drop the fiendish dish.
Philater of love - Makes the drinker fall in love to the first person they see for 1 day

500GP
Laborstone(cursed item)- a gray stone that when picked up causes immense fatigue and encumberance to the holder,who finds themselves incapable or ridding themselves of the stone.

1000GP
Master Skeleton key - open any lock that DC is under 25. Breaks after use

I think much of this begs the question: Why is any of this deemed illegal by the authorities?

Is magic in general illegal? (Knock = Master Skeleton Key; )
Are all weapons also illegal? (Smokebomb...seems pretty innocuous; stick sword...it's just a fancy sheathe. I can see how concealing a weapon might be frowned upon in the right circumstances...but in general? Are all weapons normally peacebonded?)

I would take Cybren's suggestion and determine if all magic / all magical items are considered illegal because sorcery and witchcraft are outlawed, or something like that. There needs to be a way for players to intuit if something they see probably is/might be contraband.

Maybe you just say all magical items that bring harm are illegal. i.e. Hedge healers using some kind of Healing magic is ok, but fireball would be highly regulated as a weapon only used by the king's army and any wizards or the like must be registered with city officials, etc...

Suggestions: Anything to do with secret killing (poison, hexes, curses, disease, invisibility). In general I'd probably look at the necromancy spells and most of them would probably be outlawed as desecration of the dead's remains or vile magic.

Lastly, how does anyone buy the laborstone? I mean, if the shopkeeper has it, then they've been cursed and so can't put it down...right?

Ninja_Prawn
2015-08-26, 05:05 PM
Lastly, how does anyone buy the laborstone? I mean, if the shopkeeper has it, then they've been cursed and so can't put it down...right?

Leather Glove +1. Blocks all hexes, curses and dweomers created by spells of 3rd-level or lower. Also very useful for handling alchemical reagents and working with oozes.

MrStabby
2015-08-26, 05:33 PM
Depending on the setting illegal may be more non lawful than non good.

Wands of enchantment and illusion may be more a threat to authority than necromancy items.

Joe the Rat
2015-08-26, 09:43 PM
Looks a bit like elfbark. Are you familiar with Robin Hobb's Farseer stories? :smallbiggrin:

Not a lick. Convergent evolution? (I should take a look - always trying to expand my reading list)

Corey
2015-08-26, 10:11 PM
Magical aids to thievery. In 5e, the DMG version seems to be Gloves. I seem to recall magical thieves tools in the pocket of some kind of vest from 3.5.

Perhaps magical aids to stealth, such as X of Elvenkind.

Anything that plays nicely with undead.

Perhaps anything that plays nicely with elementals, given the danger in summoning them.

stenver
2015-08-27, 01:31 AM
Flask of Water
Decanter of Endless Blood
Burrowing Eye
Burrowing Ear
Basket of Vipers.

Super awesome! Thanks for all these ideas!



1) Mugglewort extract
2) Mugglewort "tea"

Very interesting ideas! Added!


Illegal Graft Items could be fun. Things like, behold eye stalks, Wings (freshly carved...), Rusting Antennae, a Symbiotic Crawling Hand (symunbiotic?), websilk glands, venom fangs, scorpion's tail, grabbing pincer claws, fierce bitting jaws, and so on...

Dwarfblind Torch: This torch burns with a slight violet hue, only creatures *without* darkvision can see in this light.

Dwarfbright Torch: This torch burns with a slight red hue, only creatures *with* darkvision can see in this light.

Catalyst Oil: Can be worked into an object with 10 minutes time. When the object comes in contact with vinegar (or whatever you like), a reaction occurs causing the object to take 8 points of Damage (metal objects take half damage). The nature of this damage is difficult to detect after it has occured, and if the object is destroyed it leaves little trace. (Disadvantage on Investigation checks). [Useful for disappearing a rope after it is used, or making evidence disappear.]

Unholy Water: Pretty easy to work out...

Antimagic Lodestone: When struck sharply this lodestone radiates an Antimagic Field out to 60 feet. A thin sheet of lead blocks this radiation. This effect lasts for 1d4+1 hours.

Ooze Jar: This round clay jar contains two separated components that when mixed sparks intelligence within an alchemical creation. It can be thrown as a Grenade Weapon that deals 1d4 Bludgeoning damage. Once thrown the jar breaks, mixing and releasing the alchemical contents, creating an Alchemical Black Pudding. This creature is ravenous, and difficult to control, but will often attack the nearest creature to themselves until defeated. Once an Alchemical Ooze has eaten its fill, it will defend itself from hostile creatures. It is interesting to note that Alchemical Black Puddings do not regard creatures covered in vinegar as food.

Daydrops: Provides Advnatnage on Saves against Light based effects and blindness, and allows a character with Darkvision to see Dwarfblind (character can still see Dwarfbright if they could).

Nightdrops: Provides Darkvision out to 60 feet, allowing a character to see Dwarfbright (character can still see Dwarfblind if they could). If the character already has Darkvision, double its range.

Shriek Salve: This paste makes an amount of noise (up to crafter) when exposed to light. Sound ranges from a whispering whistle, to a human shrieking

Snakebite Tincture: Made of crushed snakevine berries, a drop of this tincture makes its consumer’s blood toxic to others for 1 hour. Anyone using a Bite attack on the target must make a Constitution Save, DC 15, or suffer from the Poisoned condition until the end of their next turn.

Ointment of Aglessness: This curious paste is great for disguises and those who hate thier current age range. The consumer's age range shifts one step away from where it was at, there is a 50% chance it increases, and a 50% it decreases. (Young Adult – Adult – Middle Age – Old – Venerable). Young Adults always become Adults and can never regress from this effect. Venerable character always become Old and can never progress from this effect. (Alternatively you can have these limits removed, and treat the more extreme age categories as if having penalties or the like).

Sunsblood Philter: Protects a creature from anyharmful effects of Sunlight for 4 Hours (Vampires, Sunburn, blindness, everything).

This is just amazing, thanks :) Some of these, I put into "legal" category


Leather Glove +1. Blocks all hexes, curses and dweomers created by spells of 3rd-level or lower. Also very useful for handling alchemical reagents and working with oozes.

Nice comeback :) Using that aswell in legal shops


I think much of this begs the question: Why is any of this deemed illegal by the authorities?

Anything that is made through unsavoury means, can spy on people, can bring out excruciating pain, used by assassins often, unlock doors that people shouldn't, interfere with authorities investigation in heavy ways can have restricted access. Im mostly interested in cool gadgets that people can use to achieve mischievous goals.

As for the knock spell - its such a high enough level spell that a commoner wouldn't have access to it under normal circumstances. Thats where the skeleton key comes in. As for fireball - the people who can do that are already very demanded by kings and lords. The demand for them is so high that kings and lords cannot afford to ban their use of magic usually, even if they wanted.

NNescio
2015-08-27, 05:58 AM
500 gp
Dwimmerit handcuffs

These high quality handcuffs (DC 25 for breaking/escaping/lockpicking) are bane of any spellcaster or being with magic in its blood (or with magic essence). They are made of dwimmerit, rare metal which disrupts the magic and makes handcuffed person unable to use any magic or cast spells.

- handcuffed spell caster or being with magic origin feels sick because of dwimmerit radiation - it is Poisoned, cannot heal by resting or by any healing abilities, cannot refresh spell slots, spell points etc..

It is not recommended to do the following actions:
1) breaking / escaping from handcuffs is very painful and will burn the binded one - handcuffed person takes (Proficiency bonus) damage on successful check and must pass Constitution check or become Unconscious for (taken Damage) hours. Double the damage on failed break/escape check. DC 25 for first try and because of heavy burnings DC 30 for 2nd and subsequent tries.
2) If he tries to cast the spell, casting spell is interrupted by unbearable pain and spellcaster is punished by (Proficiency bonus) x (Spell level + 1) damage and must pass Constitution check or become Unconscious for (taken Damage) hours. Max. is 24 hours.
Taken damage cant reduce the HPs to 0. Such damage will leave the burned guy Unconscious and with 1 HP.

If handcuffs are removed then Poisoned condition can be removed after rest - if handcuffed for less than (Constitution) minutes - short rest is enough, otherwise Long rest is needed .

Druid: I wildshape into a mouse*...

(*Rat statblock)

smcmike
2015-08-27, 10:51 AM
Anything that counters the security apparatus of the powers that be.

Important documents may be magically sealed with a special signet ring, and unless a matching ring is used they will remain unreadable. A "decoder ring," if you will. These are perfectly legal in general, but having a ring with that lets you read the King's letters to his secret agents? That'll get you hanged.

Also, cheap tricks for fraud. Magically loaded dice. Trick card decks. A coin that returns to your purse, but brings the contents of the merchant's strongbox with it. A purse that temporarily enchants anything you put in it to look like gold. Forger's dust that removes ink without a trace and quills that help you mimic handwriting.

Darker things. Demonically possessed figurines or statues. Incense or musical instruments that can drive people mad. Curse tablets, on which you write the name of the target and toss it in the town well.

A potion of youth, made from the blood of infants.

darkscizor
2015-08-27, 09:38 PM
Not sure if you regard it as "evil" or not, but snakebite tincture sounds good to me. Unless you live in a city where a bite is a customary greeting, or something.

Shining Wrath
2015-08-27, 10:14 PM
Any body part from a sentient creature, e.g., a unicorn horn. It's akin to wearing a belt of human skin- no one really cares about the cause of death

georgie_leech
2015-08-28, 12:07 AM
Also, oak trees (https://en.wikipedia.org/wiki/An_Oak_Tree).





:smallconfused:
:smalleek:
:smallannoyed:
:smallmad:
:smallfurious:
:smallsigh:
:smallfrown:

stenver
2015-08-28, 12:30 AM
A "decoder ring," if you will. These are perfectly legal in general, but having a ring with that lets you read the King's letters to his secret agents? That'll get you hanged.

Also, cheap tricks for fraud. Magically loaded dice. Trick card decks.

A coin that returns to your purse, but brings the contents of the merchant's strongbox with it.

A purse that temporarily enchants anything you put in it to look like gold.

Forger's dust that removes ink without a trace and quills that help you mimic handwriting.

Demonically possessed figurines or statues.

Incense or musical instruments that can drive people mad.

Curse tablets, on which you write the name of the target and toss it in the town well.

A potion of youth, made from the blood of infants.

Interesting ideas, thanks


Not sure if you regard it as "evil" or not, but snakebite tincture sounds good to me. Unless you live in a city where a bite is a customary greeting, or something.

Thanks :) Already in the list

NNescio
2015-08-28, 12:42 AM
Not sure if you regard it as "evil" or not, but snakebite tincture sounds good to me. Unless you live in a city where a bite is a customary greeting, or something.

Can you explain a bit what snakebite tincture is?

To me, the name sounds like some sort of medicine you apply to snakebites.

Reading the item description, I see that it's a defensive item, but since poison is often frowned down upon (even when used defensively) in most cultures, it's plausible that it would be banned as illegal.

Changing your blood to poison also sounds like it might have some nasty side effects for the user if done too frequently (even if it's not expressed in the mechanics).

Ninja_Prawn
2015-08-28, 07:17 AM
:smallconfused:
:smalleek:
:smallannoyed:
:smallmad:
:smallfurious:
:smallsigh:
:smallfrown:

Haha.

When I first saw the installation, I was 14 and didn't really get art. I had the exact same reaction.

georgie_leech
2015-08-28, 11:48 AM
Haha.

When I first saw the installation, I was 14 and didn't really get art. I had the exact same reaction.

I mean... I get it, but it's just so unspeakably lazy and uncreative. If it's supposed to make us question the nature of things, give it some actual connection to an oak tree. Maybe something to be an acorn in pile of something that's supposed to be soil. A stack of chips of the major elemental components. Something. As is it's just horribly pretentious and 'edgy.' If you can change every piece of a work of art, it's name, individual components, whatever, and it would be able to explore the same question in the same way, there has been no input from the artist. Just the equivalent of shower thoughts shouted in the wind.