Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Scroll of Modify Memory
rare
DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9
DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9
Show
Notes:
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
☐ Scroll of Magic Mouth
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Dispel Magic
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Conjure Minor Elemental
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Rod of Rulership
rare
DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9
DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
☐ Rod of Absorption (Lor'Shon Va'Na'Eel)
very_rare
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
Show
Notes:
LOR’SHON VA’NA’EEL (ROD OF ABSORPTION) Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. (no charges absorbed)
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Ring of Water Walking
uncommon
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Ring, uncommon
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Notes: Walk on Liquid Surfaces, Movement, Jewelry
☐ Ring of Spell Storing
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ Ring of Shooting Stars
very_rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
☐ Ring of Protection
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
☐ Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
☐ Ring of Invisibility
legendary
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
☐ Ring of Fire Resistance
rare
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
☐ Potions of Healing, x2
uncommon
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Potions of Greater Healing, x3
uncommon
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Potion of Water Breathing
common
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
☐ Potion of Vitality
very_rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Potion, Very Rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend. The potion’s crimson
liquid regularly
☐ Potion of Superior Healing x2
rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Potion, rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
☐ Potion of Superior Healing
rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
☐ Potion of Superior Healing
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Scroll of Modify Memory | rare | DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9 | DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9 | Show | ||
|
Notes:
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). |
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| ☐ Scroll of Magic Mouth | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Dispel Magic | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Conjure Minor Elemental | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Rod of Rulership | rare | DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9 | DDHC-DMM Dungeon of the Mad Mage-Level 8 & 9 | Show | ||
|
Notes:
Rod, rare (requires attunement) |
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| ☐ Rod of Absorption (Lor'Shon Va'Na'Eel) | very_rare | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | Show | ||
|
Notes:
LOR’SHON VA’NA’EEL (ROD OF ABSORPTION) Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. (no charges absorbed) Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Ring of Water Walking | uncommon | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Notes: Walk on Liquid Surfaces, Movement, Jewelry |
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| ☐ Ring of Spell Storing | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ Ring of Shooting Stars | very_rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Ring, very rare (requires attunement) The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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| ☐ Ring of Protection | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Ring of Invisibility | legendary | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Ring, legendary (requires attunement) |
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| ☐ Ring of Fire Resistance | rare | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Ring, rare (requires attunement) You have resistance to fire damage while wearing this garnet ring. |
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| ☐ Potions of Healing, x2 | uncommon | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Potions of Greater Healing, x3 | uncommon | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Potion of Water Breathing | common | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
| ☐ Potion of Vitality | very_rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Potion, Very Rare |
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| ☐ Potion of Superior Healing x2 | rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Superior Healing | rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
| ☐ Potion of Superior Healing | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||