These particular magic items are based off of my previous list of useful level 0 spells, designed primarily for continuous use.
Cask of Food Purification
Aura faint transmutation; CL 3
Slot none; Price 6,000 gp; Weight 30 lbs.
This barrel can contain up to 3 cubic feet of material. Once sealed, any food or water inside the barrel is constantly subject to a Purify Food and Drink spell, reversing any spoilage, rot, disease, poison, or other contaminants making it suitable for eating or drinking. Unholy water and similar food and drink is spoiled by the cask, but it has no effect on magic potions. In addition to manually opening or closing the top lid, there is a winch with a removable handle on the side. Rotating the handle 90 degrees clockwise opens the top lid, rotating it a further 90 degrees clockwise closes the top lid, rotating it a further 90 degrees clockwise opens the bottom lid, and rotating it the final 90 degrees clockwise back to its starting position closes the bottom lid. A full clockwise cycle can be made once per round, allowing material or other containers to slide in the top, be purified, and slide out the bottom. The weight of the item varies depending on its contents, topping out at 210 lbs. when filled with water. If operated continuously, the cask can purify up to 1,800 cubic feet of food or water per hour.
Requirements Craft Wondrous Item, Purify Food and Drink; Cost 3,000 gp
Bottomless Water Jug
Aura faint conjuration; CL 3
Slot none; Price 6,000 gp; Weight 50 lbs.
This jug operates similarly to the Decanter of Endless water except that it can only produce fresh water and only at a rate similar to the ‘Fountain’ setting. When the spigot is opened, it produces 6 gallons of water per round, that is wholesome and drinkable, just like clean rain water. Just like the spell Create Water, this water disappears after 1 day if not consumed.
Requirements Craft Wondrous Item, Create Water; Cost 3,000 gp
Fork of Minor Mending
Aura faint transmutation; CL 3
Slot none; Price 6,000 gp; Weight 1 lbs.
If this tuning fork is struck and its base is placed against a damaged object weighing 3 lbs. or less, it repairs 1d4 hit points while it rings over 10 minutes. Similar to the spell Mending if a broken object is restored to at least half its original hit points, it removes the broken condition. All pieces of an object must be present, and while magic items can be repaired, you must have a caster level equal to or higher than that of the object. The fork only affects objects, not creatures, and does not undo warping or transmutation, only repairing hit point damage.
Requirements Craft Wondrous Item, Mending; Cost 3,000 gp
As the list of 1st level spells is quite extensive, I’ll be doing it in batches. Today I’m focusing on the letter A.
Abstemiousness is an interesting one in that it doesn’t give a clear idea of how much a ‘handful of simple food’ weighs, but as trail rations weigh 1 lbs. per day, I would suspect that this might stretch those rations out considerably. By some estimates, I would guess that this would stretch iron rations by a factor of 6 (this involved trying to find densities of various food items and what exactly a ‘handful’ is, so take this with a pinch of salt). This might see some use in poor neighbourhoods by clerics to cheaply feed a multitude.
While Abundant Ammunition might look good on the surface, it would have to be continuous to be useful, and 12,000 gp for a bottomless quiver is over six times the cost of an Efficient Quiver.
I can see Adjuring Step being turned into boots of some sort, that would be particularly useful for healers … casting spells while taking two 5-foot steps without provoking attacks of opportunity, although the cost would be in the order of 24,000 gp (round duration spells really increase that cost).
Air Bubble’s spell effect is pretty much covered by a Necklace of Adaptation (and cheaper than if you made it using the estimation system, although I would change the Necklace’s required spell to Air Bubble).
Alarm with one use per day would be a good, inexpensive magic item, fixed to the audible alarm setting and a fixed password … a fair cost at around 1,080 gp.
Alter Winds as a magic item could be useful for ships, particularly to deal with winds (either their complete absence or taking the edge of a very heavy wind), but the area is only 10 ft. so that eliminates that. For 6,000 gp you could have a light breeze always blowing a flag or a tent pole that keeps the wind at least partially at bay, not necessarily a good buy.
Ant Haul in one use per day triples a beast of burden’s carry capacity for six hours … a Heavy Horse could carry 1,980 lbs.! For 1,080 gp. it would be pricy, but a useful either as a backup (if you lose a couple of mounts, one could do the work for three) or as a way to minimize your footprint, a good thing for military units.