Wondrous
Pays out to 1,000 feet and lies where it is laid. It cannot be cut or broken by anyone but the holder. A steady pull winds it back in, gathering it around corners and through gaps, and while any thread is out the spool tugs the holder's hand toward the way back. Permanent. Waxed grey thread on a wooden spool, heavier in the hand than the thread on it accounts for.
Wondrous
Set one weight against any single object no bigger than a cart and that object weighs exactly what the weight reads: 1, 10, 100, 500, 1,000, or 2,000 pounds. It holds until the weight is lifted away, works on one object at a time, and has no effect on a living creature or on anything already held by another. Permanent. Six brass weights nested in a fitted case, each stamped with a figure that has been struck out and cut again.
Wondrous
Each charge burns for an hour with a flame that leans toward the nearest opening to open air, however small or far off. When depleted the wick straightens and the stub still lights at a touch. 1d6 charges Short tallow candle in a tin dish, the wick always leaning to one side.
Wondrous
Produces 60-foot radius smoke cloud that heavily obscures vision. Lasts 1 hour or until dispersed by strong wind. Can be recorked to stop. 1d6 charges, Brass bottle with tight cork.
Wondrous
Bonus: +4 AC
A burned iron mark that makes the wearer's veins darken like metal beneath the skin. Drawback: The wearer sinks in water and suffers -2 to Quick saves while swimming.
Wondrous
Bonus: DR 4
A black anvil-shaped brand burned into the shoulder, chest, or back, making the wearer's flesh feel dense and unyielding. Drawback: the wearer suffers -1 to Quick saves while swimming or climbing.
Wondrous
Choose one beverage per charge. +1 to social interactions for 1 hour but -1 to all saves.,1d3 charges, Copper flask etched with hop vines. Always smells faintly of ale.
Wondrous
Each charge allows one effect: heal all allies for 2d6+2 hit points each, completely shatter one non-magical object, or teleport (teleportation, 30 ft, cooldown 1 round) the party up to 10 miles to a known location. 1d2 charges A gauntlet of unknown metal set with a single star-like gem that pulses with cosmic energy.
Wondrous
Lines drawn with this chalk can be seen only by the person who drew them and by anyone touching that person. The marks last a week and cannot be scrubbed off sooner, and the stub never wears any shorter however much surface is covered. Permanent. Stubby grey chalk in a flat tin, leaving no dust on the fingers.