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

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

    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
    Last edited by Evoker; 2017-08-31 at 08:12 PM.

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

    Quote Originally Posted by Evoker View Post
    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.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

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

    Quote Originally Posted by sengmeng View Post
    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.
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Evoker View Post
    196: Crystal of storing.
    196: Crystal of Snoring

    Nope, sorry, I got nuthin'.
    -- Joe
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    Quote Originally Posted by jqavins View Post
    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
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    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.
    Last edited by Evoker; 2017-09-04 at 08:51 AM.

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

    #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.
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    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

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    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})

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

    Quote Originally Posted by Bohandas View Post
    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.
    -- Joe
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    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.
    Last edited by RatElemental; 2017-12-31 at 09:33 PM.

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    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.
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    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

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

    Quote Originally Posted by RatElemental View Post
    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?
    -- Joe
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    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
    Last edited by brian 333; 2018-01-02 at 03:24 PM.

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

    Quote Originally Posted by brian 333 View Post
    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 )?
    -- Joe
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    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)

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

    Quote Originally Posted by Bohandas View Post
    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!
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    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

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

    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 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.

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

    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.

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

    edit: wrong thread

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

    208a. As an alternative, this item may be made from an otherwise unremarkable rock or other mundane object.
    Last edited by jqavins; 2018-01-04 at 10:55 AM.
    -- Joe
    “Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.”
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    You are completely welcome to use anything I post here, or I wouldn't post it.

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    209 Whetstone

    A single use of the Magic Weapon 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

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    Quote Originally Posted by jqavins View Post
    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.
    Last edited by RatElemental; 2018-01-10 at 06:00 AM.

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    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.
    Last edited by brian 333; 2018-01-10 at 11:23 AM.

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    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

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

    Quote Originally Posted by VoodooPaladin View Post
    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.
    Come now Alice
    There's no time to cry...
    Tears of woe
    Won't help you get bye...


    Black for normal/uncaring/bored. Red for excited. Purple for in love. White for hidden messages. Green for hatred. Grey for being a jerk/sarcastic bum.

    For some strange reason I have a severe reaction to sunlight when it hits my eyes, no clue why or what causes it so yeah...
    The Rest of my Signature
    My Hombrew

  29. - Top - End - #149
    Bugbear in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

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

    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.

  30. - Top - End - #150
    Bugbear in the Playground
     
    jqavins's Avatar

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

    Quote Originally Posted by Aniikinis View Post
    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.

    Quote Originally Posted by brian 333 View Post
    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.
    Last edited by jqavins; 2018-02-05 at 03:22 PM.
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