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  1. - Top - End - #91
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by Morphic tide View Post
    ...Dude, the last one was #121. Not #169.
    did you read the note at the end?

    There was a bunch of stuff that had missed getting numbered

  2. - Top - End - #92
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    No. 170
    Marble of chromatic orb
    A.C 15, hitpoints 10
    D&D, 5e
    It is a small orb the size of a marble, made of expensive, crystal-clear glass. There is a small sphere-shaped diamond in the center, worth 50gp. The marble, when thrown (not tossed), casts the chromatic orb spell, centered on itself. The damage type is determined by the thrower or chosen at random otherwise. It has three charges. It regains one charge at dawn. Once all charges are expended, the marble turns dark. If it hits its target, the marble flies back to the thrower. If it misses, it does not.
    It is uncommon rarity, and costs 70-75GP to buy or make. Cannot sell for less then 60, due to material cost.
    Aura: faint evocation. Prerequisites: chromatic orb
    Last edited by TrT8r; 2017-08-08 at 09:30 PM.
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  3. - Top - End - #93
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    171: Mug/Cup/tankard of spiking
    By most appearances it is a normal container, but with a DC 20 investigation check, some one can determine that the rim is hallow. Any liquid pored into the hallow space gradually leaks into the drink at a speed controlled via a set of command words. This is useful for spiking a drink with poison or alcohol. The outside of the cup is lined with lead, so no detect poison spell can notice a toxin. The rim is sealed shut, requiring a command word to open it.
    Only findable in shady stores or the black market. Cost is 100 - 175 GP, depending on size.
    Last edited by TrT8r; 2017-08-06 at 08:53 AM.
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  4. - Top - End - #94
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    ###174### (to make sure we're back on track)

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

    Faint magic (all schools); CL 1st; Forge Ring, acid splash, daze, disrupt undead, ghost sound, light, mage hand, prestidigitation, read magic, resistance; Price 1001 gp
    Last edited by rferries; 2017-08-05 at 02:50 PM.

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    No.175 band of blinding gestures
    This ring will only fit around the middle finger. When the middle finger that it is on is raised by itself and the command word is spoken, the ring will cast Color spray as a first, second, or third-level spell (Save 13, 14, or 15). It has 5 uses, after which a use can be restored if the middle finger is raised for 5 or more minutes consecutively. Ensures that the last thing your enemy sees is you flicking them off.
    Aura: faint evocation. Prerequisites: color spray. Cost is 50GP+ level of the spell x 20.
    Last edited by TrT8r; 2017-08-05 at 10:16 PM.
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  6. - Top - End - #96
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    OldWizardGuy

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

    Ha, just so it's clear, the next entry (after Trt8r) should be #176.

  7. - Top - End - #97
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    176. Shiv of the Murderhobo

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

    Faint transmutation. Cl 10, keen edge, 1000 gp.
    Last edited by sengmeng; 2017-08-06 at 08:56 AM.

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    No. 177 Scarf of Rogues bane

    This Normal- looking scarf is worn around the neck. It is NOT sentient, but has blindsight out to 60 ft and passive perception 15. If it detects something trying to be stealthy in that radius, it will give the wearer a mental alert. This alert wakes up the wearer.
    Rogue: I sneak up on the Paladin.
    Paladin: (Botches roll)
    Scarf: (beats DC.)
    Can't remember aura names or crafting and stuff. Price is 100GP + scarf price.
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    So.. many... ideas.
    No. 178 Leroy's ring
    Once per day, When this ring is being worn and the command words (LEEROYYYY JENKINS!!!) Are said, the creatures voice will be 4 times louder than usual, and every creature within 50 feet must make a DC 15 constitution save or be deafened and take 5d6 thunder damage, or half as much on a successful save and is not deafened. Then, the creature may move up to 1.5 times their movement to the nearest hostile creature and attack it.
    Price: 750 gp

    No. 179 Dust of blinding
    This is a small bag contains silky white powder like chalk. This powder, when squeezed, will clump together easily, but bursts apart with the slightest impact. As an action, a creature may fling one handful of the dust at a creature. If it hits, it deals 1 bludgeoning damage, the target is blinded, and the dust explodes into a spherical, 15 foot cloud. This cloud is heavily obscured and hard to breathe in, choking any who enter it. Any creature that enters it has a 50% chance to be blinded. The cloud lasts for 3 turns or until dispersed by a moderate wind. The path that the powder traveled is lightly obscured. A bag typically has 3 handfulls.
    Price-100 GP
    Last edited by TrT8r; 2017-08-07 at 09:14 PM.
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  10. - Top - End - #100
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    Number 180: The Hand of Mr. Rection.

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

    The original creator of the statue was named Wong Dee Rection, and his inability to find the correct way to his destination seems to have rubbed off on his creations.
    Come now Alice
    There's no time to cry...
    Tears of woe
    Won't help you get bye...


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

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

  11. - Top - End - #101
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    No. 181 Glove of interrogation
    This glove can be worn on either hand, fitting either one. It is a black and white fingerless glove with a rune in the center. When used to slap a creature, the creature take 1d4 nonlethal force damage and is stunned for up to 30 seconds, or until the slapper dismisses it. Alternatively, one can make the rune in the center seem as if it was glowing and spinning in a hypnotic motion, granting advantage on a persuasion check. Great for:
    Barbarian: I slap him until he talks.
    Or:
    Rogue: I speak to him in a relaxed tone to make him more likely to talk.
    Price: 400 GP

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

    And finally, No. 183: Convenient tools
    This tool or set of tools requires attunement. While attuned to, the tool or tools can be summoned at will as a free action, or dismissed as a free action. When dismissed, the tool or tools disappear into the astral plane. It can be any set of tools or tool, but not a weapon.
    Cost: 200 GP + Tool or set cost.
    Last edited by TrT8r; 2017-08-08 at 09:29 PM.
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    Generation 20. Every time you see a generation, copy it into your Sig and add one. This is a social experiment.

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    No. 184. Clothes of streaking
    These clothes can be any set of clothes. As a bonus/ quick action, one may say the command word to make their clothes transparent for up to 5 minutes, or until dismissed as a free action. Their speed increases by 10 ft., and they may take the dash action at the start of their turn. These clothes were originally made by young spellcasters as a joke, but some have wormed their way into gag shops and clothing stores.
    Cost: 100 GP + clothing cost, or just the normal clothes price if the shopkeeper is gullible .
    Last edited by TrT8r; 2017-08-10 at 09:42 PM.
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  13. - Top - End - #103
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by TrT8r View Post
    No. 183. Clothes of streaking
    These clothes can be any set of clothes...
    Choose a target. Have a set made from clothing just a little nicer than that person usually wears, and give it as a gift, but don't tell the person the item's true nature. Yell out the command word at a moment of your own choosing, selected for the desired degree of embarrassment or humiliation.
    -- Joe
    “Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.”
    -- Terry Pratchet

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    You are completely welcome to use anything I post here, or I wouldn't post it.

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    No. 185. Loincloth of holding
    This is a modified bag of holding made to be worn as a loincloth. It has a storage space of a 3x3x3 cube.
    It's kind of awkward to take something out of it, but hey, no one will pick pocket you...
    Store your junk with your junk!
    Price-100 GP.
    No. 186. Bra of holding.
    Same thing but with 2 3x3x3 compartments and, you know, it's a bra.
    Price-175 GP.
    WARNING: Do not shove a portable hole in your loincloth/bra of holding.
    Last edited by TrT8r; 2017-08-22 at 08:00 PM.
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    Generation 20. Every time you see a generation, copy it into your Sig and add one. This is a social experiment.

  15. - Top - End - #105
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    Well crud. i killed a thread.
    DM's law; Don't tell them how stupid their idea is until it is already too late to reverse it.
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  16. - Top - End - #106
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    Default Re: 1002 Cheap Magic Items (Let's come up with some)

    188.

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

    150 GP
    LGBTitP
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    Default Re: 1002 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by LastCenturion View Post
    188.

    Wave Pendant
    While wearing this necklace, the wearer is able to see through water regardless of purity, although they are still limited by the available light.
    What if the character has infravision (or ultravision) either naturally or through other magic? For what it's worth, in reality water in the near IR (and near UV) is reasonably transparent, though its great clarity to visible light is due to a happily placed notch in its absorption spectrum. But then, it seems that this item allows looking through cloudy or muddy water, so maybe real world optical transmissivity is not such an issue.
    -- Joe
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    Default Re: 1002 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by jqavins View Post
    What if the character has infravision (or ultravision) either naturally or through other magic? For what it's worth, in reality water in the near IR (and near UV) is reasonably transparent, though its great clarity to visible light is due to a happily placed notch in its absorption spectrum. But then, it seems that this item allows looking through cloudy or muddy water, so maybe real world optical transmissivity is not such an issue.
    They are subject to the normal limitations imposed by light. If they have infravision naturally, they will still have infravision. The item doesn't really do anything except make water look clear; that's why it's so cheap.
    LGBTitP
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    "Everyone starts off making garbage.
    If you finally make something halfway
    decent, it'll be the best day of your life."
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    No. 188, Amulet of protection.
    Commonly given to travelers as a parting gift, or as a useful trinket. Worn around the neck, this amulet protects the holder when they are in danger.
    When a creature falls to 1/4 of their maximum hitpoints, the amulet reacts, creating a weak forcefield around the wearer. The field increases the wearer's AC by 2 until the creature goes above 1/2 Hitpoints or is knocked out. After use, it cannot be used again for 4 hours.
    Cost: 150 GP
    Faint abjuration
    Last edited by TrT8r; 2017-08-22 at 08:01 PM.
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  20. - Top - End - #110
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    190

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

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

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    !!!!!!!!
    I made this long post, and then I accidentally DELTED ALL OF IT
    DM's law; Don't tell them how stupid their idea is until it is already too late to reverse it.
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    Quote Originally Posted by TrT8r View Post
    !!!!!!!!
    I made this long post, and then I accidentally DELTED ALL OF IT
    I hate it when that happens to me.

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

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    Quote Originally Posted by TrT8r View Post
    !!!!!!!!
    I made this long post, and then I accidentally DELTED ALL OF IT
    Quote Originally Posted by Bohandas View Post
    I hate it when that happens to me.

    I look forward to what seeing you remember of it when you have the time.
    Yeah, I always "select all" and copy before I make a post nowadays. My condolences for your loss! :(

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    191. Magic Treats

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

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

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    I got time.
    No.191 Raid (bug spray)
    Hope you weren't expecting much...
    This magical fluid is stored in a tall, slender canister. When used, it sprays in a 5-foot cone, magically seeking out bugs and bug like creatures. If used on a bug or insect like creature, It is automatic hit and deals 10d6 poison damage, regardless of resistance/immunity. On any other creature, it requires a DC15 con/fort save or take 4d4 poison damage and be blinded, dealing half as much damage on a successful save and not blinded.
    Also, not long for the phone or computer but my tablet is slow at typing.
    Last edited by TrT8r; 2017-08-22 at 07:58 PM.

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    Oh yeah, and this next one is no. 192 because I messed up on the loincloth of holding. Sorry! *fixed
    Anyways, No.192: Explosive coins.
    These coins are completely normal in appearance and properies, except that they are enchanted. When the command word is said, the coins explode. Any creature holding, wearing, or close to the coins must make a DC 18 DEX save or take 1d6 fire damage per coin exploded, or half as much on a successful save.
    The money can be any currency, and a set usually has 6-10 coins in it. One may also link sets of coins to the same command word. Doing so requires [amount of coins X 5] minutes.
    Cost: Coin value X 3
    Faint evocation. Prerequisites: Explosive runes
    Last edited by TrT8r; 2017-08-22 at 08:02 PM.
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    #193: The Bag of Desert Beads
    Price (Item Level): 350g (level 4)
    Body Slot: None
    Caster Level: 4
    Aura: Slight Necromancy
    Activation: None or Ingestion (as per poison rules)
    Weight: 2 lbs.

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

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

    Prerequisites: Dessicate, Brew Potions

    Craft check: Alchemy DC 45

    Cost to Create: 175g

    Decided to make a super-powered version of silica gel packets that can be actually deadly as all hell.
    Last edited by Aniikinis; 2017-08-26 at 09:10 AM.
    Come now Alice
    There's no time to cry...
    Tears of woe
    Won't help you get bye...


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

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

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

    cost: 300gp
    I am rel.

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

    Quote Originally Posted by rel View Post
    #194: breaking wafer
    A thin ceramic wafer a few inches across inscribed with mystic runes. when the wafer is broken (quite easy to do even by accident) everything within 10 feet loses whatever hardness it had for 1 minute.
    If everything within 10 feet looses all hardness, then it effects all the tools you might use to take advantage of it. I mean, if the wall looses all its hardness, for example, how to you make the peep hole? With your finger?
    -- Joe
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    You are completely welcome to use anything I post here, or I wouldn't post it.

  30. - Top - End - #120
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    Default Re: 1001 Cheap Magic Items (Let's come up with some)

    Quote Originally Posted by jqavins View Post
    If everything within 10 feet looses all hardness, then it effects all the tools you might use to take advantage of it. I mean, if the wall looses all its hardness, for example, how to you make the peep hole? With your finger?
    Why not? Your unarmed strikes would be able to damage it at that point, why not a finger poke?
    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.

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