Can there be whimsical or home use magical items?


Homebrew and House Rules


Based somewhat on this thread and also this one.

Basically, I'd like to have magical items for the 'average' person - indoor lamps that can be turned on and off, maybe something like that silly magical hat or other 'novelty' items, air fresheners, etc. Nothing that outright would benefit PCs but which could be pretty useful to a farmer or artist or baker or whatever.

The problem is it seems like even the least item would be in the 1000's of gold pieces.

Spoiler:
I know that no matter how harmless, a clever PC is probably going to use an item in an unexpected way, but I don't see that as a good reason to bar items that add fun or flavor to a setting.


As a GM you are permitted to create items outside of the PC creation rules, the books are full of NPC and PC items that simply do not fit into the rules as they are.
The issue is as you say: PC's copying the items use in their own creations in unexpected ways (I cast daylight, with an on off on my sword so I can sneak with it out!). Or PC's stealing and selling items because they are valuable to create.

I am making a few items myself, I place a MWK value on the item at least, plus generally scroll costs of the spells I want to emulate. I then either make them inferior to the PC's options, unusable by the PC's or have a specific trigger (Item only activates via having a boon from a particular cult, must have alignment N, the evil God symbol must be visible to work, etc).
If they want to craft it I tell them it requires special crafting, a rare spell known, or a bizarre set of skills of high numbers. They can achieve this, but it would require dedication or a small village of contributors to do.


The GMG says they exist, the game just doesn't have stats for them because they assume you'll be playing adventurers. My PC makes items for the average person all the time (like prestidigitation hair dye and computers made through level 1 and 0 spells).

Non-adventurer items would presumably cost less.


Indagare wrote:

Based somewhat on this thread and also this one.

Basically, I'd like to have magical items for the 'average' person - indoor lamps that can be turned on and off, maybe something like that silly magical hat or other 'novelty' items, air fresheners, etc. Nothing that outright would benefit PCs but which could be pretty useful to a farmer or artist or baker or whatever.

The problem is it seems like even the least item would be in the 1000's of gold pieces.

** spoiler omitted **

If you're going for verisimilitude, a change like this does not exist in a vacuum. It applies a abundance of magic far beyond the traditional game worlds, essentially Eberron taken up a notch or two. Which means you need to take a serious look on how the entire practise and structure of magic is changed.

The magic lamp is actually the easiest. Just put a continual flame inside a lamp that can be shuttered when the light is not wanted. and I think the material item cost is only 50 gp for the spell's material component.

But basically what you're talking about is a fantasy version of D20 Modern.


Look for 101 interesting items.
Minor magic items.
There is a 3rd I can't remember.

They are all threads on the boards, I have favourited a bunch of them. I am on my phone so can't really find it


Depending on the game world we play in, sometimes my group use the availability of "fluff magic items" give use a direct sense of how prevalent magic is in the game world. We're encouraged to come up with something original each time to give a bit of flavor, and often I would look to real world equivalents to inspire me. Like a "rainslick cloak" that kept the wearer dry in any normal rain situation, or the "magic thermos" that held a larger quantity of liquid that it seemed and kept the contents appropriately hot or cold. We knew that when we were encouraged to come up with a fluff magic item, we were more than likely going to adventure in a high magic setting.

Now, with this increase of very minor magic items, it means that there's obviously going to be an increase of magical spellcasters. Perhaps not many of them not raising to a very high level (or using the NPC adept class), but it would imply that more people have that magical knack. The best craftsmen hiring on apprentices with a little spark of arcane skill to fiddle with those non-mechanical elements. It might cause a mild perceived elitism between those common folk born without that talent and those with, a means to increase one's station in life.

TL;DR - more magic items, even minor ones, will create ripples in the society.


The Earthdawn RPG is an excellent source of ideas for low-powered magic items that are novelties or conveniences rather than game-changing relics: light-producing crystals of various sizes; boots that keep the wearer's feet warm and dry; a genuinely weatherproof cloak; a cooking pot that heats on command; etc. Non-adventuring folk might be able to afford the cheaper items, while a prosperous town could have certain items (like light sources) installed in public spaces.

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