Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Wand of the War Mage +2 rare CCC-ROZK-01-01 Binder's Torment CCC-ROZK-01-01 Binder's Torment Show
Notes:

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.

☐ Wand of Magic Missles rare CCC-Tarot02-09 The Thentia Job CCC-Tarot02-09 The Thentia Job Show
Notes:

Kianne Statuette (Wand of Magic Missiles)

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ​magic missile​ spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

This small statuette is of a woman with outstretched arm and a crystal ball in her other hand. A woman’s face appears in the crystal ball if you use 3 charges or more at once.. Those who have met Kianne Amblerown sees an uncanny likeness between her and the statuette and face.

☐ Wand of Entangle uncommon DDIA06-The Yawning Portal-The Sunless Citadel DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Wand, uncommon (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 entangle spell (save DC 13) 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.

☐ Tyr’s Blessing of Luck common CCC-BMG-24 PHLAN 2-3 The Royal We CCC-BMG-24 PHLAN 2-3 The Royal We Show
Notes:

Blessing, uncommon (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens
of Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks
and saving throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures
in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained.

☐ 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)

☐ Tome of Leadership and Influence very_rare CCCROZK01-02 Zhentarim's Lament Service Hours Awarded Show
Notes:

Wondrous Item, very rare

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.

☐ Tentacle Rod rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar T3 Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

☐ Superior Healing Potions x2 uncommon CCC-STORM-01 The Barrows of Solina CCC-STORM-01 The Barrows of Solina Show
☐ Studded Leather Armor (Mariner's Armor) rare DDAL-DRW09-Vile Bounty DDAL-DRW09-Vile Bounty Show
Notes:

Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is
reinforced with close-set coral spikes.
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.

☐ Staff of Thunder and Lightning very_rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar T3 Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

☐ Staff of Thunder and Lightning common DDAL05-08 Durlag’s Tower DDAL05-08 Durlag’s Tower Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of
silver lightning bolts atop it which cradle gleaming sapphire.

☐ Staff of Power very_rare DDEP04 Reclamation of Phlan (T3 BroadSword) DDEP04 Reclamation of Phlan (T3 BroadSword) Show
Notes:

**Whoever is
attuned the staff is able to speak, read, and write Draconic

Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, 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 and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral
claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for
“Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is
attuned the staff is able to speak, read, and write Draconic. A description of this item can be found in
the Dungeon Master’s Guide.

☐ Spell Scroll of Silence uncommon DDAL-DRW-18 Against the Machine DDAL-DRW-18 Against the Machine Show
☐ Spell Scroll of Mass Cure Wounds rare DDAL-04-09 The Tempter DDAL-04-09 The Tempter Show
Notes:

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

☐ Spell Scroll of Life Transference rare CCC-GHC-BK03-08 The Archmage's New Robes CCC-GHC-BK03-08 The Archmage's New Robes Show
Notes:

Scroll, uncommon

This scroll contains a single Life Transference spell. A description of spell scrolls can be found in the
Dungeon Master’s Guide.

☐ Spell Scroll of Haste uncommon WBW-DC-DMMC-01 The Solitude of Solace Online WBW-DC-DMMC-01 The Solitude of Solace Online Show
☐ Spell Scroll of Greater Invisibility rare DDAL05-08 Durlag’s Tower DDAL05-08 Durlag’s Tower Show
Notes:

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.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 14. On a failed check, the spell disappears from the scroll with no other effect.

This scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

☐ Spell Scroll of Dispel Magic uncommon WBW-DC-DMMC-01 The Solitude of Solace Online WBW-DC-DMMC-01 The Solitude of Solace Online Show
☐ Spell Scroll of Control Winds rare CCC-BMG-MOON13-1 Lure of the Reefs CCC-BMG-MOON13-1 Lure of the Reefs Show
Notes:

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Spell Tags: CONTROL

☐ Spell Scroll of Cone of Cold rare DDAL-DRW-18 Against the Machine DDAL-DRW-18 Against the Machine Show