Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Sentinel Shield (U)
uncommon
Dungeon of the Mad Mage floor 6
Dungeon of the Mad Mage floor 6
Show
Soul coin
common
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Staff of Charming (R,A)
rare
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Notes:
Staff of Charming
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
dndbeyond
Wand of Binding (R, A)
rare
DDAL04-10 The Artifact
DDAL04-10 The Artifact
Show
Notes:
Wand of Binding
Requires Attunement by a Spellcaster
This wand has 7 Charges for the following Properties. It 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.
Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).
Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple.
Wand of Conducting (C)
common
Dungeon of the Mad Mage T2
Dungeon of the Mad Mage T2
Show
Notes:
Wand of Conducting
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Magic Missiles (U)
uncommon
Forge of fury/trade w Frieda
Trade Log
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
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.
Whip of warning (U, A)
uncommon
Barovia
DDAL04-02 The Beast
Show
Notes:
Weapon (whip), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Sentinel Shield (U) | uncommon | Dungeon of the Mad Mage floor 6 | Dungeon of the Mad Mage floor 6 | Show | ||
Soul coin | common | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Staff of Charming (R,A) | rare | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Notes:
Staff of Charming While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. dndbeyond |
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Wand of Binding (R, A) | rare | DDAL04-10 The Artifact | DDAL04-10 The Artifact | Show | ||
Notes:
Wand of Binding This wand has 7 Charges for the following Properties. It 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. Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges). Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple. |
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Wand of Conducting (C) | common | Dungeon of the Mad Mage T2 | Dungeon of the Mad Mage T2 | Show | ||
Notes:
Wand of Conducting This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. |
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Wand of Magic Missiles (U) | uncommon | Forge of fury/trade w Frieda | Trade Log | Show | ||
Notes:
Wand of Magic Missiles 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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Whip of warning (U, A) | uncommon | Barovia | DDAL04-02 The Beast | Show | ||
Notes:
Weapon (whip), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide. |