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  1. - Top - End - #61
    Bugbear in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    76) Rope Golem

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

    Craft Wondrous Item, caster level 3rd, animate rope, faint transmutation, 500 gp.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  2. - Top - End - #62
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    77.) Mirror of Vampiritic Reflection: This is a mirror specially designed to reflect vampires as if they were normal creatures
    faint evocation or illusion (see prerequisites); Price: cost of the unenchanted mirror + 35 gp or + 15% of base cost, whichever is more; Craft Wondrous Item, Lesser Image OR Invisibility Purge
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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  3. - Top - End - #63
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    I'm not sure about pricing for some of these and have noted those with a ? after the price.

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

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

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

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

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

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

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

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

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

    86. Soft Violin, This very small violin creates a small magical field causing bardic music effects used with it to be only heard by beings in 15 feet. However, when used in this fashion, it allows a bard who has the ability to Inspire Competence to use Inspire Competence for Move Silently checks (Stealth checks if in Pathfinder).
    I'm unsure what price and creation for this one should be.
    Last edited by JoshuaZ; 2017-06-24 at 10:37 AM.
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  4. - Top - End - #64
    Bugbear in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

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

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

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

    Mostly Harmless: Any attack by a Servo deals nonlethal damage instead of lethal damage.
    Last edited by LastCenturion; 2016-11-05 at 09:48 PM.
    LGBTitP
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    "Everyone starts off making garbage.
    If you finally make something halfway
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  5. - Top - End - #65
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    PaladinGuy

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

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

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

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

    90: Architect's Stylus
    This hardwood stick is carved into the shape of a quill, and is obviously very nice craftsmanship, but the most stringent cleaning cannot get rid of the dust that always collects on it. When used to draw over a surface, it raises the surface with material created as if from nowhere by anywhere from an eighth of an inch to an inch, depending on the mental command of its wielder. If no mental idea of this is in place, it defaults to an eighth of an inch. This can be raised further with repeated touches - but the structures thus drawn are still subject to physics, and regardless of what they seem to be made of, they are rather fragile and easily broken. It can also be used to destroy a similar amount of material - but only material created by that same stylus in the first place. After the last touch-up to a drawn structure is made, it will last an hour before crumbling away into nothingness - but it can be made to last longer if someone keeps making a minor adjustment to the structure with the stylus every so often.
    Craft Wondrous Item, Prestidigitation, Cost 100gp.
    Last edited by ArcanaGuy; 2016-11-08 at 08:10 AM.

  6. - Top - End - #66
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    PaladinGuy

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

    I made some more for you guys!

    91: Toasting Knife

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

    92: Folder of Sorting

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

    93: Thermal Bottle

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

    94: Coldbox

    This sturdy chest made with several layers of wood with cloth between them is enhanced with a simple spell to cool down everything inside it to a certain temperature and then keep it there. Some butchers have even had an entire room enhanced with this spell.
    Craft Wondrous Item, Prestidigitation, Cost 100gp.
    Last edited by ArcanaGuy; 2016-11-10 at 12:44 AM.

  7. - Top - End - #67
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

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

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  8. - Top - End - #68
    Firbolg in the Playground
     
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    96.) Darkandle- a magic candle that moves the light in a 5-foot radius one step towards shadowy illumination, from daylight to torchlight equivalent, from torchlight to shadowy illumination, and from darkness to shadowy illumination. Unlike the darkness spell it does not block darkvision or low-light vision.
    Price ~50-300 gp. Prereqs: Craft Wondrous item, darkness
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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  9. - Top - End - #69
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    For 3.5/PF, as that's what I'm most familiar with the setup for pricing:

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

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


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

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

  10. - Top - End - #70
    Bugbear in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

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

    The basic idea here is that it acts as a damage offsetting effect. After 4 turns, you've taken the same damage as you would without it, unless you are getting hit by Fire and Cold damage in short time periods. Rather situational, and broken as hell on some character setups. Like if you are healed by Fire or Cold damage. Or get a ring of energy resistance to counter some amount of the damage. Taking an effective 10 rounds per stored point is a rather nasty thing to heal through, given the time span involved. You either have to break it wide open or have a caster hit you with Fire and Cold spells to even it out, which plays on luck. Basically, this item is cheap because it sucks in a lot of cases.
    It's not that it's overpriced, but it's way too complicated to ever see print except as an artifact. It took me three read-throughs before I actually understood what it's saying, and I'm still not sure I have it exactly right. The examples helped though.
    LGBTitP
    Proudly Founded Team 2

    "Everyone starts off making garbage.
    If you finally make something halfway
    decent, it'll be the best day of your life."
    Nehra, inventor
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  11. - Top - End - #71
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by LastCenturion View Post
    It's not that it's overpriced, but it's way too complicated to ever see print except as an artifact. It took me three read-throughs before I actually understood what it's saying, and I'm still not sure I have it exactly right. The examples helped though.
    It would be much easier if the standard was number equations. And complexity has little to do with whether or not an item is an Artifact. *glares at Rod of Lordly Might*

  12. - Top - End - #72
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    PaladinGuy

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

    99: Smoking Can

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

    100: Compass Marble

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

    101: Sky Marble

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

    102: Stick-proof Pots

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

    103: Cleaning Charm

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

    104: Grimeless Tools

    Usually, this is a solid, well-made wrench, though it always seems just a little bit dirty, no matter how much it's cleaned, though there are screwdrivers, needle-nose pliers, and other such variants. When this tool is set to a bolt, screw, or other such appropriate fastener, it ejects all filth, grime, and rust from around the fastener over the next several rounds. Caution: Wear eye protection while using this tool as expelled filth can unexpectedly occur at high velocity.
    Craft Wondrous Item, Prestidigitation, Cost 100gp (does not include cost of tool).
    Last edited by ArcanaGuy; 2017-01-06 at 03:10 PM.

  13. - Top - End - #73
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    105.) Weightless Rope/Skyhook Rope: This is a mostly ordinary silk rope, except that it is completely weightless.
    Faint transmutation and universal; cl 1-3; Prerequisites- Craft Wondrous Item, prestidigitation; Price- ~127gp per 10 feet (somewhere between 75 and 610 gp per 10 feet)
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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  14. - Top - End - #74
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    OldWizardGuy

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

    106) Magician's Hat

    This tall conical hat is made of fine dark-blue cloth sewn with silvery stars and moons. The wearer may use prestidigitation at will, but each specific effect (cleaning, flavouring, conjuring items, etc.) of the prestidigitation requires a specific command word (typically "Presto Change-O!", "Abracadabra!", "Alakazam!", etc.)
    Faint universal; CL 1st; Craft Wondrous Item, prestidigitation; Price 800 gp.
    Last edited by rferries; 2017-05-07 at 05:24 PM.

  15. - Top - End - #75
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    107: "Denomination"

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

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

  16. - Top - End - #76
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

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

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

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

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

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

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  17. - Top - End - #77
    Bugbear in the Playground
     
    jqavins's Avatar

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

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

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

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

    Edit: And here it is.
    Last edited by jqavins; 2017-06-09 at 02:38 PM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  18. - Top - End - #78
    Ogre in the Playground
     
    NinjaGuy

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

    111. Status Portrait
    500 GP, Slotless
    Aura faint divination, CL 2nd
    This portrait is made by a master artist of an individual. The holder of the portrait can take a standard action to know the painted individual's status, as the spell.
    Last edited by Vogie; 2017-06-08 at 10:56 AM.

  19. - Top - End - #79
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    112.) Health Heart:
    This is a dripping bloody heart ripped out of some animal. If eaten it restores 1d8 hp. If this pushes the user above their normal max HP it grants the balance as temporary hp lasting 30 minutes. It also grants a +2 enhancement bonus to strength for 30 minutes. Weak Necromancey; CL 3; Craft Wondrous Item, Death Knell; 300 gp
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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  20. - Top - End - #80
    Troll in the Playground
     
    gooddragon1's Avatar

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

    Quote Originally Posted by jqavins View Post
    Something a past DM of mine came up with:
    108. Spoon of Seasoning. Using this spoon while cooking anything, whether in a mixing bowl, a pot, a mug, or what have you, imparts the perfect seasoning to the food. It can't make bad ingredients good, but it can make the best of anything that is reasonably OK to begin with. Great when subsisting on rations or living off the land.
    113. Chef's Fork. If the command word is spoken (usually something said before eating by the culture of the creator of the fork at hand) while this fork is pointed at food or water, it affects it as the purify food and drink spell. It also makes bad or inedible food into food of average quality for its intent such as burnt bread into average bread (if it's burnt insects, it's still going to be insects, they'll just be cooked appropriately).

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

    Note: It is possible for other eating utensils to be created with this function (such as chopsticks with a command word of...)
    Last edited by gooddragon1; 2017-06-19 at 04:54 AM.
    There is no emotion more useless in life than hate.

  21. - Top - End - #81
    Ettin in the Playground
     
    BlackDragon

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

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

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

    larger versions exist that extend their protection in a 10' or even 15' radius sphere.
    Last edited by Gildedragon; 2017-06-20 at 10:55 PM.
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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.

  22. - Top - End - #82
    Barbarian in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    I'm crossposting this from minmaxboards, since it's down. Here's my personal collection of 'brewed cheap magic items.

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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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

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


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

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

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


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

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

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



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

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

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

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


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

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

    Bolstering bracers require attunement.

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


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

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

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


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

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

    Bracers of Minimum Original Aura Radius
    aura dilation 60 feet 30 feet 10 feet 5 feet
    Least +10 feet +5 feet -- --
    Lesser +30 feet +15 feet +5 feet --
    Moderate +60 feet +30 feet +10 feet +5 feet
    Greater +120 feet +60 feet +20 feet +10 feet

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



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

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

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



    Face (eye lenses, goggles, masks)
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    Mask of Mad Panic
    Price: 250 gp
    Body Slot: Face
    Caster Level: 2nd
    Aura: Faint enchantment
    Activation: --
    Weight: 1/2 lb.

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

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



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

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

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


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

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

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

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



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

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

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


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

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

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


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

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

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



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

    This helmet looks more like a skull than a cap.

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

    A daunting helmet requires attunement.

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


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

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

    A dueling headband requires attunement.

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


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

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

    A headband of refocusing requires attunement.

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


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

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

    A memory band requires attunement.

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



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

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

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

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


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

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

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


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

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

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


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

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

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


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

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

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



    Throat (amulets, brooches, medallions, necklaces, periapts, scarabs)
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    Amulet of Momentary Courage
    Price: 750 gp
    Body Slot: Throat
    Caster Level: 3rd
    Aura: Faint enchantment
    Activation: Immediate (mental)
    Weight: --

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

    An amulet of momentary courage requires attunement.

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


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

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

    Chronocharms require attunement.


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

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

    This ability functions once per day.

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


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

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

    This ability functions once per day.

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


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

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

    This ability functions once per day.

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


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

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

    This ability functions once per day.

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


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

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

    This ability functions once per day.

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


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

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

    This ability functions once per day.

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



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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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



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

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

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


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

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

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



    Finger (rings)
    None


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

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

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

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

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

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

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

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



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

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

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

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



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

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

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

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

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


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

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

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

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

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

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


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

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

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


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

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

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

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


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

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

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

    Prerequisites: Craft Magic Arms and Armor, magic weapon.
    Cost to Create: 1000 gp, 80 xp, 2 days (least); 5000 gp, 400 xp, 10 days (lesser); 16000 gp, 1280 xp, 32 days (greater).
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  23. - Top - End - #83
    Ogre in the Playground
     
    OldWizardGuy

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

    Quote Originally Posted by Bohandas View Post

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

    115.) Greater Healing Crystal

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

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

    Also:

    116.) Ring of Lesser Djinni Calling

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

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

  24. - Top - End - #84
    Ogre in the Playground
    Join Date
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    You know, seeing enhancement crystals makes me thing of the Materia system and Junction system from Final Fantasy. The two have slight differences, in that Junction is getting rid of your spells for stat boosts, while the Materia system is giving you spells and stat boosts.

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

    At any rate, have a crazy cost saver:

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

    ---

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

    Edit: Okay, so the real reason why people don't use poison is because it's so easily resisted. Thankfully, this helps with that, too.
    Last edited by Morphic tide; 2017-06-21 at 01:41 AM.

  25. - Top - End - #85
    Bugbear in the Playground
     
    jqavins's Avatar

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

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

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

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

    * A very reasonably kind DM ruling might negate this.
    Last edited by jqavins; 2017-06-28 at 03:03 PM. Reason: Added footnote. Corrected values; had been cost to create.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  26. - Top - End - #86
    Bugbear in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    119. Bag of Thorns

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

    Moderate Transmutation. Spike Stones, Warp Wood or Wood Shape. Craft Wondrous Item. CL 8th. 500 gp
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

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  27. - Top - End - #87
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    120: Argdur's Eversharp Scabbard

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

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

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

    (Really this is just for the nifty factor, and is of little or no practical use. It would make a nice thematic addition while crafting a Scabbard of Keen Edges, but is still not really useful. Argdur is the name of a fighter of mine in a old AD&D setting who commissioned this item from a mage smith, the same one who made the magic horseshoes mentioned here.)
    Last edited by jqavins; 2017-06-29 at 05:15 PM. Reason: Corrected value; had been cost to create. Removed superfluous note.
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  28. - Top - End - #88
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by jqavins View Post
    120: Argdur's Eversharp Scabbard
    Pretty sure it's not Necro territory just yet, so I'll comment on this and make a new item to get the thread a bit more life.

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

    My added item:

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

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

    ---

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

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

    And yes, this is official

  29. - Top - End - #89
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by jqavins View Post
    The 3.5 SRD has no rings less than 2000 g.p., but also no lesser effects than Protection +1.
    170.) Ring of Protection +1/2 - has a 50% chance to add a +1 deflection bonus to ac any time a +1 d3fl3ction bonus to ac would be relevant. Price 500 gp

    Quote Originally Posted by jqavins View Post
    (My daughter was joking about an arrow enchanted to heal at the same time as it wounds, and it gave me this idea.)

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

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

    * A very reasonably kind DM ruling might negate this.

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

    (numbers corrected for garryl's stuff)
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  30. - Top - End - #90
    Ogre in the Playground
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

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




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

    (numbers corrected for garryl's stuff)
    ...Dude, the last one was #121. Not #169.

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