Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ 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
☐ Spell Scroll: AntiMagic Field
very_rare
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
Notes:
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
- - (a pinch of powdered iron or iron filings)
☐ 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)
☐ 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)
☐ Spell Scroll of Cure Wounds (3rd Level)
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:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
☐ Spell Scroll of Dispel Magic
uncommon
DDAL-DRW-13 Night Thieves
DDAL-DRW-13 Night Thieves
Show
Notes:
Scroll, Uncommon
A 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 read the scroll and cast its spell without
providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
☐ Spell Scroll of Flesh to Stone
very_rare
DDEP00- 01The Red War
DDEP00- 01The Red War
Show
☐ Spell Scroll of Heal
common
DDEP10-02 A Song of Spears (Tier 3)
DDEP10-02 A Song of Spears (Tier 3)
Show
Notes:
Allows the reader to cast heal
☐ Spell Scroll of Locate Object
common
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows In The Stacks
Show
☐ Spell Scroll of Mass Cure Wounds
rare
DDEP10-02 A Song of Spears (Tier 3)
DDEP10-02 A Song of Spears (Tier 3)
Show
Notes:
Spell Scroll of Mass Cure Wounds
Spell Scroll, Rare
This spell scroll can be used to cast Mass Cure Wounds
☐ Spell Scroll of Mending
common
DDAL-DRW-11 Shadows In The Stacks
DDAL-DRW-11 Shadows In The Stacks
Show
☐ Spell Scroll of Move Earth
very_rare
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows In The Stacks
Show
☐ Spell Scroll of Power Word Pain
very_rare
DDEP00- 01The Red War
DDEP00- 01The Red War
Show
☐ Spell Scroll of Protection from Elementals
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:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
☐ Spell Scroll of Reverse Gravity
very_rare
DDEP00- 01The Red War
DDEP00- 01The Red War
Show
☐ Spell Scroll of Sending
common
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
☐ Spell Scroll: Project Image
rare
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
Notes:
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
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 small replica of you made from materials worth at least 5 gp)
☐ Spell Scroll: Teleport
very_rare
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
☐ Splint +2
common
DDEP10-02 A Song of Spears (Tier 3)
DDEP10-02 A Song of Spears (Tier 3)
Show
Notes:
Armor (heavy), very rare
This armor is made of magically treated remorhaz hide
and is trimmed with black fur and decorated with feathers
and beads.
You have a +2 bonus to AC while wearing this armor.
☐ 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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Spellguard Shield | very_rare | CCC-ROZK01-03 Necromancer's Ascent | CCC-ROZK01-03 Necromancer's Ascent | Show | ||
|
Notes:
Armor (shield), very rare (requires attunement) 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 |
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| ☐ Spell Scroll: AntiMagic Field | very_rare | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
|
Notes:
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
|
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| ☐ Spell Scroll of Circle of Death | very_rare | CCC-ROZK01-03 Necromancer's Ascent | CCC-ROZK01-03 Necromancer's Ascent | Show | ||
|
Notes:
LEVEL 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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| ☐ 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.
|
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| ☐ Spell Scroll of Cure Wounds (3rd Level) | 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:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
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| ☐ Spell Scroll of Dispel Magic | uncommon | DDAL-DRW-13 Night Thieves | DDAL-DRW-13 Night Thieves | Show | ||
|
Notes:
Scroll, Uncommon |
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| ☐ Spell Scroll of Flesh to Stone | very_rare | DDEP00- 01The Red War | DDEP00- 01The Red War | Show | ||
| ☐ Spell Scroll of Heal | common | DDEP10-02 A Song of Spears (Tier 3) | DDEP10-02 A Song of Spears (Tier 3) | Show | ||
|
Notes:
Allows the reader to cast heal |
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| ☐ Spell Scroll of Locate Object | common | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows In The Stacks | Show | ||
| ☐ Spell Scroll of Mass Cure Wounds | rare | DDEP10-02 A Song of Spears (Tier 3) | DDEP10-02 A Song of Spears (Tier 3) | Show | ||
|
Notes:
Spell Scroll of Mass Cure Wounds This spell scroll can be used to cast Mass Cure Wounds |
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| ☐ Spell Scroll of Mending | common | DDAL-DRW-11 Shadows In The Stacks | DDAL-DRW-11 Shadows In The Stacks | Show | ||
| ☐ Spell Scroll of Move Earth | very_rare | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows In The Stacks | Show | ||
| ☐ Spell Scroll of Power Word Pain | very_rare | DDEP00- 01The Red War | DDEP00- 01The Red War | Show | ||
| ☐ Spell Scroll of Protection from Elementals | 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:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. |
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| ☐ Spell Scroll of Reverse Gravity | very_rare | DDEP00- 01The Red War | DDEP00- 01The Red War | Show | ||
| ☐ Spell Scroll of Sending | common | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
| ☐ Spell Scroll: Project Image | rare | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
|
Notes:
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. 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: Teleport | very_rare | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
| ☐ Splint +2 | common | DDEP10-02 A Song of Spears (Tier 3) | DDEP10-02 A Song of Spears (Tier 3) | Show | ||
|
Notes:
Armor (heavy), very rare |
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| ☐ 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) 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. |
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