Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Scroll of Teleport rare Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Tenser's Floating Disk uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of True Polymorph common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of True Seeing common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Wish very_rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Zone of Truth common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Shield of Missile Attraction rare Against the Giants-Hall of the Fire Giant King Show
Notes:

Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Shortsword +2 very_rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Spell Scroll of Divine Word common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Spell Scroll of Enhance Ability uncommon CCC-ROZK-0102 Zhentarim’s Lament CCC-ROZK-0102 Zhentarim’s Lament Show
☐ Spell Scroll of Flame Strike common PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.

☐ 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)
☐ Spell Scroll of Gate common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Spell Scroll of Greater Restoration very_rare DRW-DDEP04-Tears Among the Stars DRW-DDEP04-Tears Among the Stars Show
Notes:

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
* - (diamond dust worth at least 100 gp, which the spell consumes)

☐ 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.

☐ Spell Scroll of Mending common DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows in the Stacks Show
Notes:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

  • - (two lodestones)
☐ Spell Scroll of Mind Spike-Scribed into Spellbook uncommon DC-POA-PND-4 Eateat Go Home DC-POA-PND-4 Eateat Go Home Show
☐ Spell Scroll of Plane Shift very_rare DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger Show
Notes:

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

  • - (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
☐ 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 Restoration common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show