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Common Magic Items for Commoners
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<blockquote data-quote="77IM" data-source="post: 6469524" data-attributes="member: 12377"><p>Those are interesting! I don't want to go too crazy with the amount of magic items in the setting -- mostly I think people would turn to magic for things they can't handle by mundane means, rather than just household conveniences -- but I'm sure over the years there have been plenty of attempts to introduce labor-saving magic. You have inspired me thusly!</p><p></p><p></p><p><strong><em>Animated Broom (400 gp)</em></strong></p><p>This is a regular floor broom, dust broom, or feather duster. Upon command, it will begin cleaning its immediate vicinity, sweeping up dust and dirt into appropriate containers or out of doors. It takes about 1 minute to clean a 5-foot square area, after which it will move on to the next dirty area. The broom won't go through closed doors or across running water. It will continue cleaning until given a separate command word to stop or until it is no longer within 60 feet of a dirty area.</p><p></p><p>The broom can be safely used for up to an hour each day. After that, there is a 5% cumulative chance per hour that it goes berserk and starts treating all objects and creatures as "dirt" to be removed. The berserk broom begins smashing objects, ripping down curtains, and knocking over furniture. It will even attack creatures in the area. Use the stats for an animated sword (Monster Manual p.20), but the broom deals non-lethal bludgeoning damage only, and is vulnerable to fire. After knocking creatures unconscious, it sweeps them out of the area. The berserk broom won't damage walls, windows, stairs, doors, or other structural elements. It does not respond to the command words while berserk, although a <em>dispel magic</em> spell cast on the broom ends the berserk effect. Otherwise, the broom continues destroying and "cleaning" things until it has cleared out everything within 60 feet of itself, at which point it stops and returns to normal, or until it is reduced to 0 hit points.</p><p></p><p><em>Common Use:</em> A luxury item for reclusive spellcasters, hedge wizards, or elderly nobles. The broom's propensity for destruction makes it too risky for most people who are able to afford it, and many villages have local legends about an animated broom that ran amok.</p><p></p><p><strong><em>Continual Lantern (100 gp)</em></strong></p><p>This is a lantern (of any sort) with a <em>continual flame</em> spell cast within it. It casts light as a normal lantern, but produces no heat and never needs oil.</p><p></p><p><em>Common Use:</em> Adventurers and wealthy guards or guides are most likely to carry this expensive, fuel-free version of a lantern. Some nobles may have a few in the house, more as curiosities than for utility.</p><p></p><p><strong><em>Nystul's Anti-Aging Ointment (200 gp)</em></strong></p><p>This noxious unguent takes 1 minute to apply. It causes wrinkles to fade, skin to clear, hair to regrow, sagging body parts to perk up back up, and creates an overall youthful appearance. The effects are purely cosemetic, and grant you advantage on Charisma (Deception) checks to pass yourself off as a much younger person. The ointment has no effect on someone who is a young adult or younger.</p><p></p><p>The effects last for a year and a day. At the end of this time, make a Constitution saving throw with a DC of 10 + 1 per year that you have used <em>Nystul's anti-aging ointment</em>. On a success, your appearance reverts to normal for your age. On a failure, you become ancient and decrepit; your Strength, Dexterity, and Constitution scores are reduced to half their normal value (round down). This penalty can only be removed with a <em>greater restoration</em> spell or another application of <em>Nystul's anti-aging ointment</em>.</p><p></p><p><em>Common Use:</em> Only the very wealthiest of nobles can afford this potion. The aftereffect of increased aging causes many users to become addicted to the unguent, driving them into debt.</p><p></p><p><strong><em>Panacea (25 gp)</em></strong></p><p>This translucent white potion treats a wide variety of diseases and chronic conditions, including injuries and magical diseases. It contains 3 doses. Each time you drink a dose, make a Constitution saving throw with advantage against the most serious disease or chronic condition you are suffering. If the disease or chronic condition doesn't already have a defined saving throw DC, the DM determines the DC using exisisting diseases as a guideline. On a success, the negative effects of that disease or chronic condition are suppressed for 30 days (although, in the case of injury, lost body parts do not re-grow). If you fail, panacea won't work for you for 30 days. If you are suffering multiple illnesses, you may take multiple doses of panacea, each one affecting the next-most-serious disease or condition; however, if you fail the saving throw for any of these, you lose all the effects of panacea for 30 days.</p><p></p><p>If a disease or chronic condition is suppressed by panacea for a full year and a day, it is cured.</p><p></p><p><em>Common Use:</em> <em>Panacea</em> is one of the most common of potions, often sold to the elderly, inbred nobility, or honored war veterans. It can be produced using an herbalists' kit.</p><p></p><p><strong><em>Pot of Plenty (600 gp)</em></strong></p><p>This magic cook-pot produces nutritious yet simple fare, such as past, stew, or savory pie (the type of food is decided when the cook-pot is created and can't be changed later). On command, the pot begins cooking. Every 10 minutes it produces enough food for a hearty meal for 10 medium-sized creatures. A separate command word reduces the pot to a simmer (keeping food warm without producing more) and another command word stops the pot altogether.</p><p></p><p>The pot can produce food safely for 10 minutes each day. After that, there is a cumulative 5% chance per 10 minutes that the pot goes haywire and begins spewing forth at an alarming rate. This spew looks and smells like food, but it tastes bad and has no nutrient value, and decomposes into grayish-brown water after about 5 minutes.</p><p></p><p>The spew initially expands to fill a 5-foot radius sphere around the pot, and each round there is a 50% chance that the spew's radius increases by another 5 feet. Anyone in the area the spew expands into can make a DC 12 Dexterity saving throw to leap 5 feet out of the way. The sphere can reach around corners, and if it has no further area to expand into it may break through doors, windows, or weaker walls and ceilings, at the DM's discretion. The sphere won't expand beyond a 120-foot radius (because the outermost spew begins decomposing at the same rate the pot is producing more).</p><p></p><p>Any creature caught in the area of the spew is restrained, although it can still move 5 feet by taking an action and making a DC 12 Strength (Athletics) check. Creatures more than 5 feet from the edge of the area must hold their breath or begin drowning. Each 5-foot cube section of spew has AC 10 and 8 hit points, and is immune to poison and psychic damage.</p><p></p><p>Once the pot begins spewing, it will continue to do so until someone speaks the command word to make it stop. Because of the density of the spew, the speaker must be within 5 feet of the pot and shout the word. A <em>dispel magic</em> cast on the pot or the area of the spew will also stop the pot. </p><p></p><p><em>Common Use:</em> This item is usually found with village wise-women and hospitable hermits. For most people wealthy enough to purchase such a pot, it's less risky to just hire staff to cook for them.</p></blockquote><p></p>
[QUOTE="77IM, post: 6469524, member: 12377"] Those are interesting! I don't want to go too crazy with the amount of magic items in the setting -- mostly I think people would turn to magic for things they can't handle by mundane means, rather than just household conveniences -- but I'm sure over the years there have been plenty of attempts to introduce labor-saving magic. You have inspired me thusly! [b][i]Animated Broom (400 gp)[/i][/b] This is a regular floor broom, dust broom, or feather duster. Upon command, it will begin cleaning its immediate vicinity, sweeping up dust and dirt into appropriate containers or out of doors. It takes about 1 minute to clean a 5-foot square area, after which it will move on to the next dirty area. The broom won't go through closed doors or across running water. It will continue cleaning until given a separate command word to stop or until it is no longer within 60 feet of a dirty area. The broom can be safely used for up to an hour each day. After that, there is a 5% cumulative chance per hour that it goes berserk and starts treating all objects and creatures as "dirt" to be removed. The berserk broom begins smashing objects, ripping down curtains, and knocking over furniture. It will even attack creatures in the area. Use the stats for an animated sword (Monster Manual p.20), but the broom deals non-lethal bludgeoning damage only, and is vulnerable to fire. After knocking creatures unconscious, it sweeps them out of the area. The berserk broom won't damage walls, windows, stairs, doors, or other structural elements. It does not respond to the command words while berserk, although a [i]dispel magic[/i] spell cast on the broom ends the berserk effect. Otherwise, the broom continues destroying and "cleaning" things until it has cleared out everything within 60 feet of itself, at which point it stops and returns to normal, or until it is reduced to 0 hit points. [i]Common Use:[/i] A luxury item for reclusive spellcasters, hedge wizards, or elderly nobles. The broom's propensity for destruction makes it too risky for most people who are able to afford it, and many villages have local legends about an animated broom that ran amok. [b][i]Continual Lantern (100 gp)[/i][/b] This is a lantern (of any sort) with a [i]continual flame[/i] spell cast within it. It casts light as a normal lantern, but produces no heat and never needs oil. [i]Common Use:[/i] Adventurers and wealthy guards or guides are most likely to carry this expensive, fuel-free version of a lantern. Some nobles may have a few in the house, more as curiosities than for utility. [b][i]Nystul's Anti-Aging Ointment (200 gp)[/i][/b] This noxious unguent takes 1 minute to apply. It causes wrinkles to fade, skin to clear, hair to regrow, sagging body parts to perk up back up, and creates an overall youthful appearance. The effects are purely cosemetic, and grant you advantage on Charisma (Deception) checks to pass yourself off as a much younger person. The ointment has no effect on someone who is a young adult or younger. The effects last for a year and a day. At the end of this time, make a Constitution saving throw with a DC of 10 + 1 per year that you have used [i]Nystul's anti-aging ointment[/i]. On a success, your appearance reverts to normal for your age. On a failure, you become ancient and decrepit; your Strength, Dexterity, and Constitution scores are reduced to half their normal value (round down). This penalty can only be removed with a [i]greater restoration[/i] spell or another application of [i]Nystul's anti-aging ointment[/i]. [i]Common Use:[/i] Only the very wealthiest of nobles can afford this potion. The aftereffect of increased aging causes many users to become addicted to the unguent, driving them into debt. [b][i]Panacea (25 gp)[/i][/b] This translucent white potion treats a wide variety of diseases and chronic conditions, including injuries and magical diseases. It contains 3 doses. Each time you drink a dose, make a Constitution saving throw with advantage against the most serious disease or chronic condition you are suffering. If the disease or chronic condition doesn't already have a defined saving throw DC, the DM determines the DC using exisisting diseases as a guideline. On a success, the negative effects of that disease or chronic condition are suppressed for 30 days (although, in the case of injury, lost body parts do not re-grow). If you fail, panacea won't work for you for 30 days. If you are suffering multiple illnesses, you may take multiple doses of panacea, each one affecting the next-most-serious disease or condition; however, if you fail the saving throw for any of these, you lose all the effects of panacea for 30 days. If a disease or chronic condition is suppressed by panacea for a full year and a day, it is cured. [i]Common Use:[/i] [i]Panacea[/i] is one of the most common of potions, often sold to the elderly, inbred nobility, or honored war veterans. It can be produced using an herbalists' kit. [b][i]Pot of Plenty (600 gp)[/i][/b] This magic cook-pot produces nutritious yet simple fare, such as past, stew, or savory pie (the type of food is decided when the cook-pot is created and can't be changed later). On command, the pot begins cooking. Every 10 minutes it produces enough food for a hearty meal for 10 medium-sized creatures. A separate command word reduces the pot to a simmer (keeping food warm without producing more) and another command word stops the pot altogether. The pot can produce food safely for 10 minutes each day. After that, there is a cumulative 5% chance per 10 minutes that the pot goes haywire and begins spewing forth at an alarming rate. This spew looks and smells like food, but it tastes bad and has no nutrient value, and decomposes into grayish-brown water after about 5 minutes. The spew initially expands to fill a 5-foot radius sphere around the pot, and each round there is a 50% chance that the spew's radius increases by another 5 feet. Anyone in the area the spew expands into can make a DC 12 Dexterity saving throw to leap 5 feet out of the way. The sphere can reach around corners, and if it has no further area to expand into it may break through doors, windows, or weaker walls and ceilings, at the DM's discretion. The sphere won't expand beyond a 120-foot radius (because the outermost spew begins decomposing at the same rate the pot is producing more). Any creature caught in the area of the spew is restrained, although it can still move 5 feet by taking an action and making a DC 12 Strength (Athletics) check. Creatures more than 5 feet from the edge of the area must hold their breath or begin drowning. Each 5-foot cube section of spew has AC 10 and 8 hit points, and is immune to poison and psychic damage. Once the pot begins spewing, it will continue to do so until someone speaks the command word to make it stop. Because of the density of the spew, the speaker must be within 5 feet of the pot and shout the word. A [i]dispel magic[/i] cast on the pot or the area of the spew will also stop the pot. [i]Common Use:[/i] This item is usually found with village wise-women and hospitable hermits. For most people wealthy enough to purchase such a pot, it's less risky to just hire staff to cook for them. [/QUOTE]
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