Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Spell Scroll of Dispel Magic uncommon WBW-DC-DMMC-01 Solitude of Solace WBW-DC-DMMC-01 Solitude of Solace Show
Notes:

SPELL SCROLL OF DISPEL MAGIC
Scroll, Uncommon
This spell scroll bears the words of a single dispel magic spell, written in a mystical cipher.

☐ Spell Scroll of Haste uncommon WBW-DC-DMMC-01 Solitude of Solace WBW-DC-DMMC-01 Solitude of Solace Show
Notes:

SPELL SCROLL OF HASTE
Scroll, Uncommon
This spell scroll bears the words of a single dispel haste spell, written in a mystical cipher.

☐ Spell Scroll of Identify uncommon CCC-GHC-BK1-03 The Darkest Knight CCC-GHC-BK1-03 The Darkest Knight Show
Notes:

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

☐ Spell Scroll of Revivify uncommon BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

  • - (diamonds worth 300 gp, which the spell consumes)
☐ Tentacle Rod rare CCC-GHC-BK1-03 The Darkest Knight CCC-GHC-BK1-03 The Darkest Knight Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

☐ Tongkat Nenek Kebayan (Staff of Healing) rare WBW-DC-DMMC-01 Solitude of Solace WBW-DC-DMMC-01 Solitude of Solace Show
Notes:

TONGKAT NENEK KEBAYAN (STAFF OF
HEALING)
Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)
This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

☐ Vial of Drow Poison rare CCC-HAL-03 Six Swords Unbound CCC-HAL-03 Six Swords Unbound Show
☐ Wand of Fireballs rare BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Wand of Secrets uncommon CCC-BMG-MOON-1-2 Mind the Missive CCC-BMG-MOON-1-2 Mind the Missive Show
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.