Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Potion of Vitality very_rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
☐ +3 Glaive very_rare DDAL05-18 The Mysterious Isle DDAL05-18 The Mysterious Isle Show
☐ Nolzur's Marvelous Pigments very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

☐ Staff of Frost very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

☐ 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 very_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.

☐ Spell Scroll of Contingency very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time.

If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

  • - (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
☐ Potion of Speed very_rare PO-BK1-08 - Dark Side of the Rune PO-BK1-08 - Dark Side of the Rune Show
Notes:

Potion, very rare
When you drink this potion, you gain the effect of the
haste spell for 1 minute (no concentration required).
The potion's yellow fluid is streaked with black and
swirls on its own.

☐ Potion of Mind Control (Hill Giant)(Monster) very_rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Potion, rarity varies
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.

A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

☐ Frost Brand GreatSword very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Great Sword (Frost Brand) very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Rod of the Pact Keeper +3 very_rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Rod, Very Rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn,
this rod plagues its wielder with dreams of alien creatures
that beckon them to travel deep within the Thunder Peaks,
where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack
rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an
action while holding the rod. You can’t use this property
again until you finish a long rest.

☐ Love's Bite (Nine Lives Stealer) (Longsword) very_rare Traded Clypeus Drayven Trade Log Show
☐ Half-Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) DDEP07-02 Drums of the Dead (Tier 3) Show
Notes:

Armor (Half Plate), Very Rare

You have a +2 bonus to AC while wearing this armor.
Notes: Bonus: Armor Class, Combat, Warding

Item Tags: COMBAT WARDING

☐ Scroll of Programmed Illusion very_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.

☐ Spell Scroll of Circle of Death very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

LEVEL
6th

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.

  • - (the powder of a crushed black pearl worth at least 500 gp)
☐ Spellguard Shield very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

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.

Notes: Advantage: Saving Throws, Combat, Warding

☐ Oil of Sharpness very_rare DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

☐ Spell Scroll of Flesh to Stone very_rare DDEP00- 01The Red War DDEP00- 01The Red War Show
☐ Potion of Heroism rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Potion, Rare
For 1 hour after drinking it, you gain 10 temporary hit
points that last for 1 hour. For the same duration, you
are under the effect of the bless spell (no concentration
required). This blue potion bubbles and steams as
if boiling.