Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Potion of Vitality
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
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 pulses with dull light, calling to mind a heartbeat.
☐ Scroll of Circle of Death
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, 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 charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208)
☐ Scroll of Forcecage
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour 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.
☐ Scroll of Programmed Illusion
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled 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.
☐ Scroll of Magic Weapon
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
☐ Horn of Valhalla (Silver)
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-100 Iron 5d4 + 5 Proficiency with all martial weapons
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
☐ Half-Plate +1
rare
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
Show
Notes:
You have +1 to your AC while wearing this Armor.
☐ Portable Hole
rare
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
☐ Potion of Healing
common
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Potion of Water Breathing x3
uncommon
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
☐ Scroll of Hold Monster
rare
CCC-TRI-08 NIGHT1-4
CCC-TRI-08 NIGHT1-4
Show
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
☐ Ring of the Ram
rare
CCC-TRI-08 NIGHT1-4
CCC-TRI-08 NIGHT1-4
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
☐ Potion of Flying
very_rare
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
Notes:
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
☐ Potion of Greater Healing
uncommon
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
☐ Wand of Polymorph
very_rare
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
Notes:
Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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.
☐ Scroll of Death Ward
rare
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
Notes:
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
☐ Scroll of Comprehend Languages
common
DDAL07-14 Fathomless Pits of Ill Intent
DDAL07-14 Fathomless Pits of Ill Intent
Show
☐ Spell Scroll of Greater Restoration
rare
DDAL07-14 Fathomless Pits of Ill Intent
DDAL07-14 Fathomless Pits of Ill Intent
Show
☐ The Mask of Wompona Yarp (Helm of Brilliance)
very_rare
DDAL07-14 Fathomless Pits of Ill Intent
DDAL07-14 Fathomless Pits of Ill Intent
Show
Notes:
Wondrous item, very rare (requires attunement)
This dazzling helm is set with 1d10 diamonds, 2d10
rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. This item is found in the Dungeon Master’s Guide.
This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Vitality | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
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 pulses with dull light, calling to mind a heartbeat. |
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| ☐ Scroll of Circle of Death | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. |
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| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, 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 charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208) |
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| ☐ Scroll of Forcecage | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour 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. |
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| ☐ Scroll of Programmed Illusion | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled 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. |
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| ☐ Scroll of Magic Weapon | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. |
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| ☐ Horn of Valhalla (Silver) | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
Wondrous Item, varies Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement |
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| ☐ Half-Plate +1 | rare | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | Show | ||
|
Notes:
You have +1 to your AC while wearing this Armor. |
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| ☐ Portable Hole | rare | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
Wondrous Item, rare You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| ☐ Potion of Healing | common | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
Potion of … Rarity HP Regained |
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| ☐ Potion of Water Breathing x3 | uncommon | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. |
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| ☐ Scroll of Hold Monster | rare | CCC-TRI-08 NIGHT1-4 | CCC-TRI-08 NIGHT1-4 | Show | ||
|
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. |
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| ☐ Ring of the Ram | rare | CCC-TRI-08 NIGHT1-4 | CCC-TRI-08 NIGHT1-4 | Show | ||
|
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
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| ☐ Potion of Flying | very_rare | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Potion of Greater Healing | uncommon | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
| ☐ Wand of Polymorph | very_rare | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
|
Notes:
Wand, very rare (requires attunement by a Spellcaster) 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. |
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| ☐ Scroll of Death Ward | rare | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
|
Notes:
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. |
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| ☐ Scroll of Comprehend Languages | common | DDAL07-14 Fathomless Pits of Ill Intent | DDAL07-14 Fathomless Pits of Ill Intent | Show | ||
| ☐ Spell Scroll of Greater Restoration | rare | DDAL07-14 Fathomless Pits of Ill Intent | DDAL07-14 Fathomless Pits of Ill Intent | Show | ||
| ☐ The Mask of Wompona Yarp (Helm of Brilliance) | very_rare | DDAL07-14 Fathomless Pits of Ill Intent | DDAL07-14 Fathomless Pits of Ill Intent | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. • As long as the helm has at least one ruby, you have resistance to fire damage. • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. This item is found in the Dungeon Master’s Guide. This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals. |
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