Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Arcane Grimoire +2 rare DDHC-KGV-07 Axe from the Grave Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Arcane Grimoire +1 uncommon Starting Play at 5th Level Starting Play at Level 5 Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ ANTGALADION, HARMONIOUS DANCING LONGSWORD very_rare WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The blade of this elegantly curved elven longsword is made of the sharpest and coldest ice from the domain of Aesandoral the Ice Lord. As quick as the blizzard winds, it only takes one minute to attune. Its name is inscribed on its blade in Sylvan. Its command phrase is “Long may winter reign.”

☐ Alchemist's Fire (Flask) x2 common DAL07-01 A City on the Edge DAL07-01 A City on the Edge Show
Notes:

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.