Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ 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.

☐ Scroll of Comprehend Languages common DDAL07-14 Fathomless Pits of Ill Intent DDAL07-14 Fathomless Pits of Ill Intent Show
☐ 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 Fire Shield rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ 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 Heal [VR] very_rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
Notes:

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

☐ 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.

☐ Scroll of Hold Monster rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Scroll of Illusory Dragon very_rare CCC-GAD02-03 Arena of Champions CCC-GAD02-03 Arena of Champions Show
☐ Scroll of Invisibility uncommon DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Scroll of Lesser Restoration uncommon DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ 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.

☐ Scroll of Mass Cure Wounds rare DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Scroll of Prismatic Spray very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ 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 Protection from Poison uncommon DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Scroll of Suggestion [U] uncommon DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
☐ Scroll of True Seeing very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Scroll of Wall of Force rare DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Shield of the Uven Rune very_rare BMG-MOON-MD-11 - The Curse of Pacts and Passion BMG-MOON-MD-11 - The Curse of Pacts and Passion Show
Notes:

Armor (shield), very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

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.