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[[folder:Film -- Live-Action]]
* The red dress in ''Film/InFabric''. It's seemingly demonically possessed and binds the souls of the people it has killed.
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* Creator/RobertSheckley's "Fishing Season" centers around food items that look very similar to usual grocery products, but have some strange minor differences. They actually serve as a "bait" for humans, and those who eat them are sucked into another world.



* The portkeys in ''Literature/HarryPotter'' are seemingly meaningless pieces of trash, like an old boot. Deliberately averted with horcruxes, however: Harry asks if they could be anything, citing the portkeys, and Dumbledore replies that they ''could'' be, but any wizard vain or evil enough to make one, like Voldemort, would never lower themselves to put a piece of their soul in something easily mistaken for garbage. Petty criminals are known to engage in "Muggle-baiting", or deliberately enchanting mundane items to screw with Muggles.



* Creator/RobertSheckley's "Fishing Season" centers around food items that look very similar to usual grocery products, but have some strange minor differences. They actually serve as a "bait" for humans, and those who eat them are sucked into another world.
* The portkeys in ''Literature/HarryPotter'' are seemingly meaningless pieces of trash, like an old boot. Deliberately averted with horcruxes, however: Harry asks if they could be anything, citing the portkeys, and Dumbledore replies that they ''could'' be, but any wizard vain or evil enough to make one, like Voldemort, would never lower themselves to put a piece of their soul in something easily mistaken for garbage. Petty criminals are known to engage in "Muggle-baiting", or deliberately enchanting mundane items to screw with Muggles.



[[folder:Live Action TV]]
* ''Series/Warehouse13'' involves many items that may have been run-of-the-mill when they were first made, but because they were owned by historically important people they ended up obtaining paranormal powers (or maybe the historically important people became such ''because'' they have paranormal powers; the series is glad to leave either option in the air).
* The Objects in ''Series/TheLostRoom'' are perfectly ordinary-seeming items with bizarre and unintuitive powers, like a comb that can stop time, a canteen that causes everyone nearby except its holder to asphyxiate, and a pair of scissors that forcibly turns whatever they point at around any axis. They were originally entirely mundane items that were part of a man's luggage within the titular room when a mysterious Event transformed them, and they have since been disseminated around the world as people fought over them. The Objects are also indestructible, except when inside the Room itself.
* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)), a scalpel that would insta-heal whoever it was used on in an operation (but required it to be charged up by killing someone), a wheelchair that gave the capacity for AstralProjection to whoever used it, and the like.

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[[folder:Live Action TV]]
* ''Series/Warehouse13'' involves many items that may have been run-of-the-mill when they were first made, but because they were owned by historically important people they ended up obtaining paranormal powers (or maybe the historically important people became such ''because'' they have paranormal powers; the series is glad to leave either option in the air).
* The Objects in ''Series/TheLostRoom'' are perfectly ordinary-seeming items with bizarre and unintuitive powers, like a comb that can stop time, a canteen that causes everyone nearby except its holder to asphyxiate, and a pair of scissors that forcibly turns whatever they point at around any axis. They were originally entirely mundane items that were part of a man's luggage within the titular room when a mysterious Event transformed them, and they have since been disseminated around the world as people fought over them. The Objects are also indestructible, except when inside the Room itself.
* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)), a scalpel that would insta-heal whoever it was used on in an operation (but required it to be charged up by killing someone), a wheelchair that gave the capacity for AstralProjection to whoever used it, and the like.
[[folder:Live-Action TV]]



* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)), a scalpel that would insta-heal whoever it was used on in an operation (but required it to be charged up by killing someone), a wheelchair that gave the capacity for AstralProjection to whoever used it, and the like.
* The Objects in ''Series/TheLostRoom'' are perfectly ordinary-seeming items with bizarre and unintuitive powers, like a comb that can stop time, a canteen that causes everyone nearby except its holder to asphyxiate, and a pair of scissors that forcibly turns whatever they point at around any axis. They were originally entirely mundane items that were part of a man's luggage within the titular room when a mysterious Event transformed them, and they have since been disseminated around the world as people fought over them. The Objects are also indestructible, except when inside the Room itself.



* ''Series/Warehouse13'' involves many items that may have been run-of-the-mill when they were first made, but because they were owned by historically important people they ended up obtaining paranormal powers (or maybe the historically important people became such ''because'' they have paranormal powers; the series is glad to leave either option in the air).



* ''Literature/WhateleyUniverse'': Ms. Grimes's reliquary (storage device for magical energy) is a bowling ball bag.


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* ''Literature/WhateleyUniverse'': Ms. Grimes's reliquary (storage device for magical energy) is a bowling ball bag.
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* ''Wiki/SCPFoundation:'' A decent number of artifacts contained by the Foundation bear some resemblance to some form of product intended to be sold to the public, to the detriment of anyone unfortunate enough to find one. In addition, there are a number of organizations of interest that specialize in the production and or sale of such artifacts.

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* ''Wiki/SCPFoundation:'' ''Website/SCPFoundation:'' A decent number of artifacts contained by the Foundation bear some resemblance to some form of product intended to be sold to the public, to the detriment of anyone unfortunate enough to find one. In addition, there are a number of organizations of interest that specialize in the production and or sale of such artifacts.
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* ''VideoGame/{{Control}}'': With the FBC being essentially Creator/{{Remedy|Entertainment}}'s version of the Wiki/SCPFoundation, this is to be expected. Altered Items are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Objects of Power are similar, but can be bound to someone in order to grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ashtray (creates [[MobileMaze a constantly shifting maze]] around itself which only the binder and those they grant permission can pass through). Background details mention that anything of cultural or personal significance can become an Altered Item or Object of Power; the Bureau uses only generic non-branded products for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work. Also, it seems objects have to be at least a few decades old before they're considered significant enough in humanity's collective consciousness to be eligible for getting supernatural powers. The FBC has to make do with computers from the [=80s=], a pneumatic tube system for communication, and guns from World War I, because anything more modern than that tends to ''explode'' when it enters the Oldest House.

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* ''VideoGame/{{Control}}'': With the FBC being essentially Creator/{{Remedy|Entertainment}}'s version of the Wiki/SCPFoundation, Website/SCPFoundation, this is to be expected. Altered Items are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Objects of Power are similar, but can be bound to someone in order to grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ashtray (creates [[MobileMaze a constantly shifting maze]] around itself which only the binder and those they grant permission can pass through). Background details mention that anything of cultural or personal significance can become an Altered Item or Object of Power; the Bureau uses only generic non-branded products for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work. Also, it seems objects have to be at least a few decades old before they're considered significant enough in humanity's collective consciousness to be eligible for getting supernatural powers. The FBC has to make do with computers from the [=80s=], a pneumatic tube system for communication, and guns from World War I, because anything more modern than that tends to ''explode'' when it enters the Oldest House.
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Changing link so the apostrophe appears.


Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare SupernaturalPhone, HauntedTechnology and WhatDoYouMeanItsPhlebotinum.

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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday.TheLittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare SupernaturalPhone, HauntedTechnology and WhatDoYouMeanItsPhlebotinum.
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-> ''"The exact process of how an Altered Item is born eludes us. We find them in the aftermath of Altered World Events. They take the form of everyday objects - ever-present in our lives, constantly evoked in the thoughts of millions of people. Now infused with unpredictable energies, they're altered. The supersititous would call them cursed."''
-->-- '''Dr. Casper Darling''', ''VideoGame/{{Control}}'', "Multimedia: Altered Items"

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-> ''"The exact process of how an Altered Item ''"There is born eludes us. We find them in a connection between our minds and the aftermath of Altered World Events. They take the form of unknown, often hostile forces intruding on our world. These forces gravitate toward everyday objects - ever-present in our lives, constantly evoked in the thoughts of millions of people. Now infused – a gun, a television, a house with unpredictable energies, they're altered. The supersititous would call them cursed.a reputation of being 'haunted.' So somehow, we affect these events. We're holding the key, but we don't have a clue on how to use it."''
-->-- '''Dr. Casper Darling''', ''VideoGame/{{Control}}'', "Multimedia: Altered Items"
World Events"
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-> ''"The exact process of how an Altered Item is born eludes us. We find them in the aftermath of Altered World Events. They take the form of everyday objects - ever-present in our lives, constantly evoked in the thoughts of millions of people. Now infused with unpredictable energies, they're altered. The supersititous would call them cursed."''
-->-- '''Dr. Casper Darling''', ''VideoGame/{{Control}}'', "Multimedia: Altered Items"
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added supernatural phone as a comparison


Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare HauntedTechnology and WhatDoYouMeanItsPhlebotinum.

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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare SupernaturalPhone, HauntedTechnology and WhatDoYouMeanItsPhlebotinum.
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** [[https://scp-wiki.wikidot.com/scp-3108 SCP-3108]] is a Toys/NerfBrand gun that {{nerf}}s objects shot with it, turning them into inferior versions. It appears to be the only one of its kind, though.
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* The portkeys in ''Literature/HarryPotter'' are seemingly meaningless pieces of trash, like an old boot. Deliberately averted with horcruxes, however: Harry asks if they could be anything, citing the portkeys, and Dumbledore replies that they ''could'' be, but any wizard vain or evil enough to make one, like Voldemort, would never lower themselves to put a piece of their soul in something easily mistaken for garbage.

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* The portkeys in ''Literature/HarryPotter'' are seemingly meaningless pieces of trash, like an old boot. Deliberately averted with horcruxes, however: Harry asks if they could be anything, citing the portkeys, and Dumbledore replies that they ''could'' be, but any wizard vain or evil enough to make one, like Voldemort, would never lower themselves to put a piece of their soul in something easily mistaken for garbage. Petty criminals are known to engage in "Muggle-baiting", or deliberately enchanting mundane items to screw with Muggles.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Control}}'': With the FBC being essentially Creator/{{Remedy|Entertainment}}'s version of the Wiki/SCPFoundation, this is to be expected. Altered Items are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Objects of Power are similar, but can be bound to someone in order to grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ashtray (creates [[MobileMaze a constantly shifting maze]] around itself which only the binder and those they grant permission can pass through). Background details mention that anything of cultural or personal significance can become an Altered Item or Object of Power; the Bureau uses only generic non-branded products for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.

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* ''VideoGame/{{Control}}'': With the FBC being essentially Creator/{{Remedy|Entertainment}}'s version of the Wiki/SCPFoundation, this is to be expected. Altered Items are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Objects of Power are similar, but can be bound to someone in order to grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ashtray (creates [[MobileMaze a constantly shifting maze]] around itself which only the binder and those they grant permission can pass through). Background details mention that anything of cultural or personal significance can become an Altered Item or Object of Power; the Bureau uses only generic non-branded products for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work. Also, it seems objects have to be at least a few decades old before they're considered significant enough in humanity's collective consciousness to be eligible for getting supernatural powers. The FBC has to make do with computers from the [=80s=], a pneumatic tube system for communication, and guns from World War I, because anything more modern than that tends to ''explode'' when it enters the Oldest House.
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* ''VideoGame/{{Control}}'': Being essentially a licensed version of ''Wiki/SCPFoundation'', this is to be expected. "Awakened Items" are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Related are Objects of Power, which can be bound by someone and grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ash Tray (grants control over [[MobileMaze an infinite shifting maze]]). Background details mention that anything of cultural or personal significance can become an Awakened Item or Object of Power; the Bureau uses only {{Bland Name Product}}s for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.

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* ''VideoGame/{{Control}}'': Being With the FBC being essentially a licensed Creator/{{Remedy|Entertainment}}'s version of ''Wiki/SCPFoundation'', the Wiki/SCPFoundation, this is to be expected. "Awakened Items" Altered Items are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Related are Objects of Power, which Power are similar, but can be bound by to someone and in order to grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ash Tray (grants control over Ashtray (creates [[MobileMaze an infinite a constantly shifting maze]]). maze]] around itself which only the binder and those they grant permission can pass through). Background details mention that anything of cultural or personal significance can become an Awakened Altered Item or Object of Power; the Bureau uses only {{Bland Name Product}}s generic non-branded products for everything because anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.
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* ''VideoGame/{{Control}}'': Being essentially a licensed version of ''Wiki/SCPFoundation'', this is to be expected. "Awakened Items" are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Related are Objects of Power, which can be bound by someone and grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ash Tray (grants control over [[MobileMaze an infinite shifting maze]]). Background details mention that anything of cultural or personal significance can become an Awakened Item or Object of Power; the Bureau uses only {{Bland Name Product}}s for everything because anthing with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.

to:

* ''VideoGame/{{Control}}'': Being essentially a licensed version of ''Wiki/SCPFoundation'', this is to be expected. "Awakened Items" are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Related are Objects of Power, which can be bound by someone and grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ash Tray (grants control over [[MobileMaze an infinite shifting maze]]). Background details mention that anything of cultural or personal significance can become an Awakened Item or Object of Power; the Bureau uses only {{Bland Name Product}}s for everything because anthing anything with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/{{Control}}'': Being essentially a licensed version of ''Wiki/SCPFoundation'', this is to be expected. "Awakened Items" are objects with strange effects and properties, such as duplicating mannequins and letters that teleport around a room. Related are Objects of Power, which can be bound by someone and grant them a paranormal power. Examples include the Floppy Disc (grants [[MindOverMatter telekinesis]]), the Safe (grants [[BarrierWarrior a powerful shield]]), and the Ash Tray (grants control over [[MobileMaze an infinite shifting maze]]). Background details mention that anything of cultural or personal significance can become an Awakened Item or Object of Power; the Bureau uses only {{Bland Name Product}}s for everything because anthing with a recognizable brand is more likely to gain supernatural properties, especially in the EldritchLocation where they work.
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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare HauntedTechnology.

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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil, in which case they may be a CursedItem; also compare HauntedTechnology.HauntedTechnology and WhatDoYouMeanItsPhlebotinum.
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** Marshal, Carter, and Dark is a black market club that seeks out such items to sell to its clientele. They take great care that their products do not harm their owners, but the same can't be said for [[PoweredByAForsakenChild what the artifacts may require in order to function.]]

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** Marshal, Carter, and Dark is a black market club that seeks out such items to sell to its clientele. They take great care that their products do not harm their owners, owners (then [[PragmaticEvil no-one would want to buy it]]), but the same can't be said for [[PoweredByAForsakenChild what the artifacts may require in order to function.]]
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[[folder:Web Comics]]
* In ''Webcomic/ElGoonishShive'', cans of shrink soda [[http://egscomics.com/sketchbook/2004-05-02 look]] like ordinary cans of soda, there are also [[http://egscomics.com/sketchbook/2014-08-29 bottles of sunscreen]] whose contents transform the person into the Female Variant #5 form which is elaborated upon on [[http://egscomics.com/image/spfsuncsreen2.png its label]].
** There is a [[TheLittleShopThatWasntThereYesterday shop]] in the mall that sells items like this including [[http://egscomics.com/egsnp/2004-06-26 a toothbrush]] that transforms your teeth and jaws with every use, plus the aforementioned shrink soda and other presumably canned magical beverages like [[GenderBender femme cola]], and [[{{Animorphism}} furry juice]].
[[/folder]]
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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil; also compare HauntedTechnology.

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Such items can often be found in UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil; MayContainEvil, in which case they may be a CursedItem; also compare HauntedTechnology.
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Items with mystical properties are commonly assumed to look antiquated, bearing associations with ancient civilizations, the Middle Ages or some other time period no later than late [[TheEdwardianEra19th-early 20th century]]. Common examples are magical staffs, manuscripts, mirrors, potions, etc. This trope instead is about paranormal items that look like they were bought in a shop nearby. They are usually labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.

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Items with mystical properties are commonly assumed to look antiquated, bearing associations with ancient civilizations, the Middle Ages or some other time period no later than late [[TheEdwardianEra19th-early [[TheEdwardianEra 19th-early 20th century]]. Common examples are magical staffs, manuscripts, mirrors, potions, etc. This trope instead is about paranormal items that look like they were bought in a shop nearby. They are usually labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.
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Improved grammar and style


When one speaks of items with mystical properties, it is commonly assumed that they look antiquated enough, bearing associations with either ancient civilizations, the Middle Ages or some other time period no later than late 19-early 20 century (like magical staffs, manuscripts, mirrors, potions, etc.). This trope, instead, is about paranormal items that look like they were bought in a shop nearby. They would usually be labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.

Such items can often be found in UrbanFantasy, may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil; also compare HauntedTechnology.

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When one speaks of items Items with mystical properties, it is properties are commonly assumed that they to look antiquated enough, antiquated, bearing associations with either ancient civilizations, the Middle Ages or some other time period no later than late 19-early 20 century (like [[TheEdwardianEra19th-early 20th century]]. Common examples are magical staffs, manuscripts, mirrors, potions, etc.). etc. This trope, instead, trope instead is about paranormal items that look like they were bought in a shop nearby. They would are usually be labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.

Such items can often be found in UrbanFantasy, UrbanFantasy. They may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil; also compare HauntedTechnology.
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* In ''Series/TwinPeaks The Return'', Freddy Sykes buys a gardening glove at a hardware store at the behest of The Fireman, a mystical being from AnotherDimension. The glove becomes fused to his hand and gives him the power to deliver [[MegatonPunch MegatonPunches]] with it.

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* In ''Series/TwinPeaks The Return'', Freddy Sykes buys a gardening glove at a hardware store at the behest of The Fireman, a mystical being from AnotherDimension. The glove becomes fused to his hand and gives him the power to deliver [[MegatonPunch MegatonPunches]] Megaton Punches]] with it.
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* In ''Series/TwinPeaks The Return'', Freddy Sykes buys a gardening glove at a hardware store at the behest of The Fireman, a mystical being from AnotherDimension. The glove becomes fused to his hand and gives him the power to deliver [[MegatonPunch MegatonPunches]] with it.
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** "The Shippening" features many household items with magic powers, most significantly a regular notebook (with a Cartoon Network logo) that allows RewritingReality.
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* ''Series/BuffyTheVampireSlayer'' had supernatural power invested twice into mundane comestibles, creating candy bars that made you act like a teenager and beer that turned you into a caveman.

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* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)).

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* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)).it)), a scalpel that would insta-heal whoever it was used on in an operation (but required it to be charged up by killing someone), a wheelchair that gave the capacity for AstralProjection to whoever used it, and the like.


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[[folder:Tabletop Games]]
* The ''TabletopGame/D20Modern'' setting ''Urban Arcana'' has multiple examples of these kind of items within its gear section, from a [[ChainsawGood chainsaw]] that gave its user a capacity to summon berserker rage in combat, a car bumper that gave the car it was attached to the capacity to ram with the strength of an even bigger car (so a Sports-Utility Vehicle would be hitting with the power of an eighteen-wheeler), a cell phone that had literal SuperCellReception ''and'' could dial the phone nearest to anybody the user wanted to contact (if that person didn't had a phone of their own), and the like.
[[/folder]]
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* The portkeys in ''Literature/HarryPotter'' are seemingly meaningless pieces of trash, like an old boot. Deliberately averted with horcruxes, however: Harry asks if they could be anything, citing the portkeys, and Dumbledore replies that they ''could'' be, but any wizard vain or evil enough to make one, like Voldemort, would never lower themselves to put a piece of their soul in something easily mistaken for garbage.
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** "The Console" is about a [[ShoddyKnockoff knockoff]] portal gaming system that [[TheMostDangerousVideoGame turns Elmore into]] [[RPGEpisode an RPG]]. In the same episode, the store also sold a bag of fertilizer that turned [[PlantPerson Leslie]] into a giant ManEatingPlant, and a cellphone that [[UnwillingRoboticisation forcibly turned Penny into a violent cyborg]].

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** "The Console" is about a [[ShoddyKnockoff knockoff]] portal portable gaming system that [[TheMostDangerousVideoGame turns Elmore into]] [[RPGEpisode an RPG]]. In the same episode, the store also sold a bag of fertilizer that turned [[PlantPerson Leslie]] into a giant ManEatingPlant, and a cellphone that [[UnwillingRoboticisation forcibly turned Penny into a violent cyborg]].
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[[folder:Western Animation]]
* The non-living merchandise from [[TheLittleShopThatWasntThereYesterday The Awesome Store]] in ''WesternAnimation/TheAmazingWorldOfGumball'' are magic items that look like mundane appliances:
** "The Disaster" and "The Rerun" featured a [[HandyRemoteControl TV remote]] which controlled real life.
** "The Console" is about a [[ShoddyKnockoff knockoff]] portal gaming system that [[TheMostDangerousVideoGame turns Elmore into]] [[RPGEpisode an RPG]]. In the same episode, the store also sold a bag of fertilizer that turned [[PlantPerson Leslie]] into a giant ManEatingPlant, and a cellphone that [[UnwillingRoboticisation forcibly turned Penny into a violent cyborg]].
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When one speaks of items with mystical properties, it is commonly assumed that they look antiquated enough, bearing associations with either ancient civilizations, the Middle Ages or some other time period no later than late XIX-early XX century (like magical staffs, manuscripts, mirrors, potions, etc.). This trope, instead, is about paranormal items that look like they were bought in a shop nearby. They would usually be labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.

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When one speaks of items with mystical properties, it is commonly assumed that they look antiquated enough, bearing associations with either ancient civilizations, the Middle Ages or some other time period no later than late XIX-early XX 19-early 20 century (like magical staffs, manuscripts, mirrors, potions, etc.). This trope, instead, is about paranormal items that look like they were bought in a shop nearby. They would usually be labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.
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When one speaks of items with mystical properties, it is commonly assumed that they look antiquated enough, bearing associations with either ancient civilizations, the Middle Ages or some other time period no later than late XIX-early XX century (like magical staffs, manuscripts, mirrors, potions, etc.). This trope, instead, is about paranormal items that look like they were bought in a shop nearby. They would usually be labeled with either an unfamiliar trademark or a familiar trademark with a strangely altered label. For example, it may be a chocolate bar which would transform you into a monster if you eat it or a video game cartridge that would teleport you into the game's realm as soon as you put it into your console.

Such items can often be found in UrbanFantasy, may be used by a BlueCollarWarlock, and are frequently sold in a LittleShopThatWasntThereYesterday. Often overlaps with MayContainEvil; also compare HauntedTechnology.
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!!Examples

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[[folder:Literature]]
* The ''Literature/{{Goosebumps}}'' series have lots of those:
** ''Full Moon Fever'' has chocolate bars called "Best" (actually "Beast"; turns people into werewolves) and "Cure" (actually "Curse"; makes people shrink in size) that look like your everyday shop merchandise.
** The Monster Blood from the eponymous book is a jar of weird green substance that looks like children's slime toys, but has very creepy magical properties.
** ''Beware of the Purple Peanut Butter'' has the titular purple butter that makes you shrink, and a piece of cake that makes you grow in size.
** In ''Shop Till You Drop ... Dead!'', the protagonists are on a ScavengerHunt to find a number of items in a night department store. Goods found in this store include among the rest a Heart-Attack Backpack that suffocates people until they have a heart attack, and a toy ape that comes to life at night.
* In ''Literature/ScreamShop'' series by Tracey West, Sebastian Cream's Curiosity Shop specializes in selling such objects. One of the notable examples from ''The Curse of Count Blood'' is a vial with the symbol of a comic book character which turns out to be a tool for resurrecting staked vampires. Of course, as the main character quickly finds out, in his world ComicBooksAreReal...
* Creator/RobertSheckley's "Fishing Season" centers around food items that look very similar to usual grocery products, but have some strange minor differences. They actually serve as a "bait" for humans, and those who eat them are sucked into another world.
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[[folder:Live Action TV]]
* ''Series/Warehouse13'' involves many items that may have been run-of-the-mill when they were first made, but because they were owned by historically important people they ended up obtaining paranormal powers (or maybe the historically important people became such ''because'' they have paranormal powers; the series is glad to leave either option in the air).
* The Objects in ''Series/TheLostRoom'' are perfectly ordinary-seeming items with bizarre and unintuitive powers, like a comb that can stop time, a canteen that causes everyone nearby except its holder to asphyxiate, and a pair of scissors that forcibly turns whatever they point at around any axis. They were originally entirely mundane items that were part of a man's luggage within the titular room when a mysterious Event transformed them, and they have since been disseminated around the world as people fought over them. The Objects are also indestructible, except when inside the Room itself.
* ''Series/FridayThe13thTheSeries'' revolves around the objects of a certain store that held paranormal properties (and some of them were quite modern-looking, like a radio), but all of them were a pretty vile PowerAtAPrice (as an example: a crucifix that allowed even people who knew nothing of spiritism to perform exorcisms, but had to be fed human blood (and that meant stabbing people dead with it)).
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[[folder:Video Games]]
* ''VideoGame/SamAndMaxTheDevilsPlayhouse'' centers around the mystical Toys of Power which are actually very ancient, but for some reason look like ordinary toys that may be found in a modern-day toy shop (like a toy telephone that allows its user to teleport and a wacky putty toy that gives him the ability of transformation).
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[[folder:Web Original]]
* ''Literature/WhateleyUniverse'': Ms. Grimes's reliquary (storage device for magical energy) is a bowling ball bag.
* ''Wiki/SCPFoundation:'' A decent number of artifacts contained by the Foundation bear some resemblance to some form of product intended to be sold to the public, to the detriment of anyone unfortunate enough to find one. In addition, there are a number of organizations of interest that specialize in the production and or sale of such artifacts.
** [[MyLittlePanzer Dr. Wondertainment]] is a person and or company dedicated to making anomalous toys, [[NoOSHACompliance with less than stellar standards of product safety.]]
** [[IndustrializedEvil The Factory]] is [[ExactlyWhatItSaysOnTheTin a factory]] in an unknown location that mass produces anomalous appliances with guaranteed sinister motives.
** Marshal, Carter, and Dark is a black market club that seeks out such items to sell to its clientele. They take great care that their products do not harm their owners, but the same can't be said for [[PoweredByAForsakenChild what the artifacts may require in order to function.]]
** SCP-261 is a vending machine that sells a number food items similar to the real-world trademarks, [[http://www.scp-wiki.net/experiment-log-261-ad-de but with some really bizarre properties.]]
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