Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Wand of mm (U)
uncommon
Forge of Fury
Trade Log
Show
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of polymorph (VR-A)
very_rare
DDAL07-13 Old bones and older tomes
DDAL07-13 Old bones and older tomes
Show
Notes:
wand of polymorph
Wand, very rare (requires attunement)
Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.
Wildmane’s shoes (VR)
very_rare
Service awards s11q1
Service Award VR Wildmane’s shoes + 30 downtime days
Show
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide).
Horseshoes of a Zephyr
Wondrous item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wand of mm (U) | uncommon | Forge of Fury | Trade Log | Show | ||
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Wand of polymorph (VR-A) | very_rare | DDAL07-13 Old bones and older tomes | DDAL07-13 Old bones and older tomes | Show | ||
Notes:
wand of polymorph |
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Wildmane’s shoes (VR) | very_rare | Service awards s11q1 | Service Award VR Wildmane’s shoes + 30 downtime days | Show | ||
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide). Horseshoes of a Zephyr These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march. |