Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Rapier of the Dark Huntsman ( Rapier of Life Stealing ) rare Trade Log Show
Notes:

RAPIER OF THE DARK HUNTSMAN
(RAPIER OF LIFE STEALING)
Weapon, rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a
faint fiendish aura, and turns chill to the touch when
within 30 feet of a good-aligned cleric or paladin. Once
attuned, the wielder often feels hungry, even if they have
just eaten. However, when the life stealing power is used,
the wielder experiences an invigorating euphoria and feels
satiated. The blade glows dully when it has fed.

Mace of Terror rare Trade Log Show
Wand of the War Mage +2 rare Trade Log Show
Shield of the Order of the Silver Dragon rare Trade Log Show
Tome of Understanding very_rare Trade Log Show
Wand of the War Mage +2 rare CCCROZK01-01 Binder's Torment Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Ring of Evasion rare DDAL-DRW16 Uprising Show
Notes:

Ring, Rare (Requires Attunement)

Crafted for the Red Wizards, this ring bears their symbol (8 orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Spellguard Shield very_rare CCC-ROZK-0103 Necromancer’s Ascent Show
Notes:

Armor (shield), very rare (requires attunement)

This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Opal of the Ild Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Orb of the Stein Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.

Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can’t be petrified.

Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Gavel of the Venn Rune rare Trade Log Show
Rod of Security very_rare Tomb of Horrors Show
Staff of Swarming Insects rare Tomb of Horrors Show
Candle of Invocation very_rare Tomb of Horrors Show
Zephyr Horseshoes very_rare Tomb of Horrors Show
Ring of Telekenesis very_rare Tomb of Horrors Show
Ring of Fire Resistance rare Tomb of Horrors Show
Ring of Protection rare Tomb of Horrors Show
Longsword of Vengeance rare Tomb of Horrors Show
Berserker Handaxe rare Tomb of Horrors Show

Unlocked Magic Items