Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Potion of Flying
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Ring of Shooting Stars
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Scroll of Protection (Lycanthropes).
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Mace +2
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Made of a Strange black metal
☐ Spell Scroll of Word of Recall
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Potion of Greater Healing
uncommon
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
☐ Bag of Tricks (Rust)
uncommon
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Bag of Tricks (Rust)
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag,
however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When
the object lands, it transforms into a creature you determine by rolling a d8 and consulting the
table that corresponds to the bag's color. Thecreature vanishes at the next dawn or when it is
reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Roll 1d8: 1-Rat. 2-Owl. 3-Mastiff. 4-Goat. 5- Giant Goat. 6-Giant Boar. 7-Lion. 8-Brown Bear.
This simple bag made from rust cloth is embroidered with silken threads, showcasing
the insignia of a wizard long forgotten. Though it appears to be empty, a keen ear held near the
drawstring reveals the soft murmur of creatures within. This item is found in the Dungeon Master’s
Guide.
☐ Spell Scroll of Locate Creature-Scribed into Spellbook
rare
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Scroll, Rare
This spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on
your class's spell list, 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 10 + the spell's level (4). 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. See the Player’s Handbook for information on
the spell on this scroll. This item is found in the Dungeon Master’s Guide.
☐ Mage's Spellbook
common
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
This hardcover tome with a glossy cover has several sections of pages that have separated from the
binding. It appears numerous attempts have been made to reattach the cover using glue. Scribbled on
the inside back cover are the phrases “Frog cult?” and “Dave says ‘hi’.” It contains the following spells:
1st level: absorb elements, detect magic, earth tremor, mage armor, magic missile, shield
2nd level: earthbind, pyrotechnics, misty step, skywrite, suggestion
3rd level: counterspell, erupting earth, fireball, flame arrows, fly
4th level: elemental bane, greater invisibility, ice storm, watery sphere*
5th level: cone of cold, control winds*
☐ Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Wondrous Item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Potion of Superior Healing
rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
8d4 + 8
☐ Spell Scroll of Simulacrum
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
- - (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
☐ Spell Scroll of Enhance Ability
uncommon
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
☐ Spell Scroll of Programmed Illusion-Scribed into Spell Book
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
- - (a bit of fleece and jade dust worth at least 25 gp)
☐ Spell Scroll of ForceCage
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
- - (ruby dust worth 1,500 gp)
☐ Dwarven Plate
very_rare
CCC-TRI-10 BHC1-1 Contact
CCC-TRI-10 BHC1-1 Contact
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
☐ Chest of Preserving
common
DC-POA-PND-4 Eateat Go Home
DC-POA-PND-4 Eateat Go Home
Show
Notes:
Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest is made of a metal that has been painted avocado green.
This item is found in Waterdeep: Dungeon of the Mad Mage.
☐ Spell Scroll of Mind Spike-Scribed into Spellbook
uncommon
DC-POA-PND-4 Eateat Go Home
DC-POA-PND-4 Eateat Go Home
Show
☐ Pike +2
rare
D&D® ADVENTURERS LEAGUE TRADING POST
Trade Log
Show
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Flying | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Ring of Shooting Stars | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Scroll of Protection (Lycanthropes). | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Mace +2 | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Made of a Strange black metal |
||||||
| ☐ Spell Scroll of Word of Recall | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Potion of Greater Healing | uncommon | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Potion, uncommon |
||||||
| ☐ Bag of Tricks (Rust) | uncommon | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Bag of Tricks (Rust) Roll 1d8: 1-Rat. 2-Owl. 3-Mastiff. 4-Goat. 5- Giant Goat. 6-Giant Boar. 7-Lion. 8-Brown Bear. |
||||||
| ☐ Spell Scroll of Locate Creature-Scribed into Spellbook | rare | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Scroll, Rare |
||||||
| ☐ Mage's Spellbook | common | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
|
Notes:
This hardcover tome with a glossy cover has several sections of pages that have separated from the 1st level: absorb elements, detect magic, earth tremor, mage armor, magic missile, shield |
||||||
| ☐ Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Potion of Superior Healing | rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. |
||||||
| ☐ Spell Scroll of Simulacrum | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
|
||||||
| ☐ Spell Scroll of Enhance Ability | uncommon | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
| ☐ Spell Scroll of Programmed Illusion-Scribed into Spell Book | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
|
||||||
| ☐ Spell Scroll of ForceCage | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
|
||||||
| ☐ Dwarven Plate | very_rare | CCC-TRI-10 BHC1-1 Contact | CCC-TRI-10 BHC1-1 Contact | Show | ||
|
Notes:
Armor (plate), very rare Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
||||||
| ☐ Chest of Preserving | common | DC-POA-PND-4 Eateat Go Home | DC-POA-PND-4 Eateat Go Home | Show | ||
|
Notes:
Wondrous Item, common |
||||||
| ☐ Spell Scroll of Mind Spike-Scribed into Spellbook | uncommon | DC-POA-PND-4 Eateat Go Home | DC-POA-PND-4 Eateat Go Home | Show | ||
| ☐ Pike +2 | rare | D&D® ADVENTURERS LEAGUE TRADING POST | Trade Log | Show | ||