Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
☐ Spell Scroll: Teleport very_rare DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
☐ Night Caller uncommon DDHC-The Sunless Citadel-The Citadel DDHC-The Sunless Citadel-The Citadel Show
Notes:

Night Caller
Wondrous item, uncommon

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

☐ 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)
☐ Flail +1 uncommon Renown Item Renown and Faction Items Show
☐ +1 Ring of Protection rare Faction Item Renown and Faction Items Show
☐ Mariner's Armor (Scale Mail) uncommon CCC-BMG-MOON 17-1 Sailing the Sea of Shadow CCC-BMG-MOON 17-1 Sailing the Sea of Shadow Show
Notes:

Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Immovable Rod uncommon CCC-BMG-MOON 17-2 Shed Blood Shed Light CCC-BMG-MOON 17-2 Shed Blood Shed Light Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

This item is found in the Dungeon Master’s Guide.