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Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of Wonder rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Notes:

It’s not supposed to be sentient upon claiming/attuning so here’s optional flavor: The Wanderful Wizard of Ratandan occupies the wand and occasionally a giant spectral rat will appear for a brief second behind the wielder

Wand of Wonder rare DDAL00-03 Those That Came Before Show
Notes:

Rhaugilath's efforts to record the history of the Netheres Empire sometimes incorporated some unsavory elements... such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.

Tome of Clear Thought very_rare Trade Log Show
Tome of Clear Thought very_rare Trade Log Show
The Mask of Wompona Yarp ( Helm of Brilliance ) very_rare Trade Log Show
Notes:

Wondrous item, very rare (requires attunement) - This Helm of Brilliance appears as a monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals

Szass Tam's Arcane Essence unique DDEP00-01 The Red War Epic Show
Notes:

You have wrested away part of Szass Tam's essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master's Guide under the entry for Boon of High Magic.

Staff of the Magi legendary Trade Log Show
Notes:

Staff, simple weapon, melee weapon, legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) - Magic Table I

Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power—and all it asks is that you honor Ubtao in the process.Though it is crafted of stone, the staff is surprisingly light and easy to use.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 8 x the number of charges in the staff

11 to 20 ft. away — 6 x the number of charges in the staff

21 to 30 ft. away — 4 x the number of charges in the staff

Staff of Power very_rare Trade Log Show
Sovad's Staff of Flying (Broom of Flying) uncommon Trade Log Show
Notes:

Flavor: This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.
Sovad's Staff of Flying (Broom of Flying)

Shield of the Uven Rune very_rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Notes:

Made out of an Ancient White Dragon’s Scale

Shield +3 very_rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Notes:

a wooden shield with Iron spikes protruding from the shield’s edges. A cracked orc skull is painted in black on its outer surface. It was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold(a fortress that existed where waterdeep stands today).

Rod of Lordly Might legendary DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Robe of Stars very_rare Purchase Log Show
Robe of Scintillating Colors very_rare Trade Log Show
Robe of Eyes rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Ring of X-Ray Vision rare Dungeon of the Mad Mage -- Level 20: Runestone Caverns Show
Ring of Telekinesis very_rare 20 Svc Rewards Show
Raptor- Dancing Rapier very_rare Trade Log Show
Notes:

DCI: 3320825694
Player: MowaNicolas
Character: Arései
Item Traded: Karhharuan Fork ( +3 Pike ) Weapon (pike)
Item Received: Raptor (Dancing Sword) (VR)
Adventure Found: CCC-LINKS-02 The Secrets We Keep
Fulton Stormweather enjoyed a successful career as a swashbuckling wizard for many years before becoming trapped in the Feywild. His bonded weapon, a rapier named “Raptor”, became the target of his enchantment effects. Over time, it seemingly developed a hint of a personality. Its attuned bearer feels more confident, and it makes a keening cry like that of a hunting raptor when landing a killing blow on an enemy.

QUARYL’S CODEX (TOME OF THE STILLED TONGUE) legendary DDAL00-02 Lost Tales of Myth Drannor The Definition of Heroism Show
Notes:

Wondrous Item, legendary (requires attunement by
a wizard)
This thick tome contains pages of thin, hammered
copper and has thing covers of slate. It is held shut
by a severed elven tongue. Occasionally, the attuned
user of this spellbook finds messages that have been
scrawled by someone claiming to be Netherese; this
ghostly writer refers to itself simply as “the warlock”
and frequently opines on the power of the one true
god of magic: Mystryl.
This item can be found in the Dungeon Master’s
Guide.

Portable Hole rare Trade Log Show
Notes:

Dry, blisteringly hot air carrying embers and ashes blows from within the portable hole whenever it’s opened.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Unlocked Magic Items