Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Travelling Spellbook common CCC-SFBAY-0202 Rise of the Ogre King Show
Notes:

This is a typical traveling spellbook as described in the Player’s Handbook. It contains the following spells:

1st level: absorb elements, mage armor, magic missile, shield, charm person

2nd level: shadow blade, Mind Spike, hold person, suggestion

3rd level: counterspell, fireball, lightning bolt, haste

4th level: polymorph, greater invisibility

5th level: telekinesis, synaptic static, hold monster, scrying

6th level: chain lightning

Pole of Collapsing: Minor Property Unbreakable common SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) Show
Notes:

Wondrous Item, Common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.

Spell Scroll of Haste common SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) Show
Notes:

3rd-Level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Spellscroll of Conjure Animals common SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) Show
Notes:

3rd-Level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower

Two beasts of challenge rating 1 or lower

Four beasts of challenge rating 1/2 or lower

Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Jhaeros's Favor common Keys from the Golden Vault - Heart of Ashes Show
Notes:

Jhaeros’s Favor. If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.

Githyanki Earring (Ear Horn of Hearing) common FR-DC-BG The Flying Flame Show
Notes:

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Bahamut's Blessing (Blessing of Magic Resistance) common FR-DC-BG The Flying Flame Show
Notes:

Bahamut’s Blessing (Blessing of Magic Resistance)

You have advantage on saving throws against spells and other magical effects.

Ruby of the War Mage common DC-Mike-01 The Clash for the Multiversal Championship Show
Notes:

Ruby of the War Mage

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Story Award: Multiversal Champion common DC-Mike-01 The Clash for the Multiversal Championship Show
Notes:

Story Award: Multiversal Champion

You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.