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    Bohandas's Avatar

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    Default 1001 Cheap Magic Items (Let's come up with some)

    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)
    Last edited by Bohandas; 2016-02-24 at 08:03 PM. Reason: added prefix

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    Ursus Spelaeus's Avatar

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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)

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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)
    Last edited by Garryl; 2016-02-26 at 12:38 AM.
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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

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    Barbarian in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Zireael View Post
    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.
    Last edited by Garryl; 2016-02-26 at 09:59 PM.
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Ursus Spelaeus View Post
    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.

    Quote Originally Posted by Ursus Spelaeus View Post
    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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    # 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
    Last edited by Xzoltar; 2016-03-03 at 10:53 PM.

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    # 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
    Last edited by Xzoltar; 2016-03-03 at 11:06 PM.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    # 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 foeís head when grappling instead of doing damage. Doing so you lose the shield bonus to armor but the target is considered Blinded. You canít be disarm of your cloak you only need to take it back to your hand if it is disarmed and the opponent canít 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
    Last edited by Xzoltar; 2016-03-03 at 11:14 PM.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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)

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.)
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.)
    Last edited by avr; 2016-03-28 at 12:53 PM.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Xzoltar View Post
    # 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 foeís head when grappling instead of doing damage. Doing so you lose the shield bonus to armor but the target is considered Blinded. You canít be disarm of your cloak you only need to take it back to your hand if it is disarmed and the opponent canít 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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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)
    Last edited by avr; 2016-03-28 at 01:30 PM.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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)

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Chaos_Laicosin View Post
    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

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.

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    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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by infinitum3d View Post
    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?

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Multiple use- if you can get it back. :-)

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.

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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.
    Last edited by Gildedragon; 2016-04-04 at 02:18 AM.
    Handbook in Process:Getting the Facts Straight: A Guide to the Factotum

    Homebrew:
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    Quote Originally Posted by Deophaun View Post
    Player: I'll use a classic ploy. "Help! Guards! He's having a seizure!"
    DM: You're the only one in the prison.
    Player: I'm very convincing.
    DM: And there are no guards.
    Player: But there's masonry.
    DM: It's not even animate, let alone sentient.
    Player: That's ok. I'll take the penalty.

  25. - Top - End - #25
    Halfling in the Playground
    Join Date
    Oct 2011

    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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
    Last edited by Chaos_Laicosin; 2016-04-06 at 10:37 PM.

  26. - Top - End - #26
    Ettin in the Playground
     
    BlackDragon

    Join Date
    Oct 2011
    Location
    Mexico
    Gender
    Male

    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Chaos_Laicosin View Post
    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)
    Last edited by Gildedragon; 2016-04-04 at 02:59 PM.

  27. - Top - End - #27
    Dwarf in the Playground
    Join Date
    Sep 2013

    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.

  28. - Top - End - #28
    Colossus in the Playground
     
    Eldan's Avatar

    Join Date
    Jan 2007
    Location
    Switzerland
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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
    Last edited by Eldan; 2016-04-04 at 06:06 PM.
    And if you gaze long into an abyss, sometimes the abyss blushes and looks away.

  29. - Top - End - #29
    Ettin in the Playground
     
    BlackDragon

    Join Date
    Oct 2011
    Location
    Mexico
    Gender
    Male

    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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
    Handbook in Process:Getting the Facts Straight: A Guide to the Factotum

    Homebrew:
    Spoiler
    Show
    The Singular Band: There can be only one
    Khayal: A monster class worth playing


    Quote Originally Posted by Deophaun View Post
    Player: I'll use a classic ploy. "Help! Guards! He's having a seizure!"
    DM: You're the only one in the prison.
    Player: I'm very convincing.
    DM: And there are no guards.
    Player: But there's masonry.
    DM: It's not even animate, let alone sentient.
    Player: That's ok. I'll take the penalty.

  30. - Top - End - #30
    Pixie in the Playground
     
    BardGuy

    Join Date
    Jan 2016

    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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

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