Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Potion of Resistance (Cold)
uncommon
DDAL 09-10- TIPPING THE SCALES
DDAL 09-10- TIPPING THE SCALES
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Notes:
Potion, uncommon
When you drink this potion you gain resistance to cold damage for one hour.
Ring of Free Action
rare
DDAL 09-10- TIPPING THE SCALES
DDAL 09-10- TIPPING THE SCALES
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Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
This item is found in the Dungeon Master’s Guide.
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of
nausea when around food or other situations where strong odors are present.
Potion of Poison
uncommon
DDAL 09-11- LOSING FAI
DDAL 09-11- LOSING FAI - Parte 2
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Notes:
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or another beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or
be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. This item is found in the Dungeon Master’s Guide.
Staff of Charming
rare
DDAL 09-11- LOSING FAI
DDAL 09-11- LOSING FAI - Parte 2
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Notes:
*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.
Potion of Poison
uncommon
DDAL 09-11- LOSING FAI
DDAL 09-11- LOSING FAI - Parte 1
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Notes:
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Potion of Fire Giant Strength
rare
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - Sessão 1
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Notes:
Potion, rare
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no Effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
Cloak of Arachnida
very_rare
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - Sessão 2
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Notes:
Wondrous item, very rare (requires attunement)
This fine garment is made of black silver interwoven with faint silvery threads. While wearing it, you gain the
following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your
hands free.
• You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13).
The web created by the spell fills twice its normal area.
Once used, this property of the cloak can’t be used again until the next dawn.
This item is found in the Dungeons Master’s Guide.
This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Soul Coin
uncommon
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - Sessão 2
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Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can
understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability.
The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does
expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature..
Potion of Resistance (Lighting)
rare
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - Sessão 2
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Notes:
Potion, uncommon
When you drink this potion, you gain resistance to lightning damage for 1 hour.
Potion of Climbing x2
common
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
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Notes:
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. This item can be found in the Dungeon Master’s Guide.
Potion of Greater Healing
common
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
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Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion.
The potion's red liquid glimmers when agitated. This item can be found in the Dungeon Master’s Guide.
+3 Quarterstaff
very_rare
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
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Notes:
Quarterstaff, very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon. This item can be found in the Dungeon Master’s Guide.
Broom of Flying
uncommon
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
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Notes:
Wondrous item, uncommon
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 item can be found in the Dungeon Master’s Guide.
Soul Coin x10
uncommon
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
• Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
• Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Wand of Secrets
uncommon
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
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Notes:
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in blood-soaked cord which stains the hands of those who hold it.
Belt of Stone Giant Strength
very_rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
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Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide.
This belt is made of iron plates riveted to a wide belt of burnished leather, and buckled with a series of straps gilt in polished steel. While worn, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.
Soul Coin
uncommon
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability.
The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Potion of Superior Healing
rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
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Notes:
Potion, rare
You regain 8d4 + 8 hit points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon
Master’s Guide.
Spell scroll of power word: pain
rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
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Notes:
Scroll, rare
A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 17. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
This item can be found in the Dungeon Master’s Guide
Helm of telepathy
uncommon
DDAL 09-15 - MADDENING SCREAMS
DDAL 09-15 - MADDENING SCREAMS - Parte 2
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Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so— while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. This item is found in the Basic Rules.
This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Potion of Resistance (Cold) | uncommon | DDAL 09-10- TIPPING THE SCALES | DDAL 09-10- TIPPING THE SCALES | Show | ||
|
Notes:
Potion, uncommon When you drink this potion you gain resistance to cold damage for one hour. |
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| Ring of Free Action | rare | DDAL 09-10- TIPPING THE SCALES | DDAL 09-10- TIPPING THE SCALES | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Potion of Poison | uncommon | DDAL 09-11- LOSING FAI | DDAL 09-11- LOSING FAI - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
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| Staff of Charming | rare | DDAL 09-11- LOSING FAI | DDAL 09-11- LOSING FAI - Parte 2 | Show | ||
|
Notes:
*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) 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. |
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| Potion of Poison | uncommon | DDAL 09-11- LOSING FAI | DDAL 09-11- LOSING FAI - Parte 1 | Show | ||
|
Notes:
Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |
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| Potion of Fire Giant Strength | rare | DDAL 09-12 - THE BREATH OF LIFE | DDAL 09-12 - THE BREATH OF LIFE - Sessão 1 | Show | ||
|
Notes:
Potion, rare When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no Effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. |
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| Cloak of Arachnida | very_rare | DDAL 09-12 - THE BREATH OF LIFE | DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) • You have resistance to poison damage. The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. This item is found in the Dungeons Master’s Guide. |
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| Soul Coin | uncommon | DDAL 09-12 - THE BREATH OF LIFE | DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 | Show | ||
|
Notes:
Wondrous item, uncommon Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does |
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| Potion of Resistance (Lighting) | rare | DDAL 09-12 - THE BREATH OF LIFE | DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 | Show | ||
|
Notes:
Potion, uncommon |
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| Potion of Climbing x2 | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, common |
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| Potion of Greater Healing | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
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| +3 Quarterstaff | very_rare | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Quarterstaff, very rare |
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| Broom of Flying | uncommon | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon 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 |
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| Soul Coin x10 | uncommon | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: • Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. |
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| Wand of Secrets | uncommon | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wand, uncommon This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in blood-soaked cord which stains the hands of those who hold it. |
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| Belt of Stone Giant Strength | very_rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide. |
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| Soul Coin | uncommon | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wondrous item, uncommon Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. |
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| Potion of Superior Healing | rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Potion, rare You regain 8d4 + 8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon |
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| Spell scroll of power word: pain | rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Scroll, rare A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 17. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This item can be found in the Dungeon Master’s Guide |
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| Helm of telepathy | uncommon | DDAL 09-15 - MADDENING SCREAMS | DDAL 09-15 - MADDENING SCREAMS - Parte 2 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend. |
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