Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Manual of Quickness of Action
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Potion of Speed
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
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.
☐ Gem of Seeing
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
☐ Spell Scroll: Project Image
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
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)
☐ Potion of Clairvoyance
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
☐ Spell Scroll: Scrying
very_rare
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
* - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
☐ Potion of Heroism
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
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.
☐ Spell Scroll of Heal
uncommon
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
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.
☐ Potion of Superior Healing
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Ring of Free Action
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ Saddle of the Cavalier
uncommon
CCC-GHC-BK2-01 Shadows of Rith Keep
Trade Log
Show
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
☐ +2 Rapier with +2 to Initiative
rare
CCC-HAL-03
Service Awards Applied
Show
☐ Potion of Healing
common
CCC-HATMS02-02 Something Vile This Way Com
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
☐ Potion of Clairvoyance
uncommon
CCC-HATMS02-02 Something Vile This Way Com
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
- - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
☐ Potion of Resistance (Radiant)
uncommon
CCC-HATMS02-02 Something Vile This Way Com
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
Potion, uncommon
When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.
☐ Nystul’s Magic Aura
rare
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
- - (a small square of silk)
☐ Scroll of Magic Mouth
common
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance 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 object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
- - (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
☐ Rod of Absorption
very_rare
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols.
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Dancing Sword, “Raptor” (Rapier)
very_rare
CCC-LINKS-02 The Secrets We Keep
CCC-LINKS-02 The Secrets We Keep
Show
Notes:
Weapon (rapier), very rare (requires attunement)
Fulton Stormweather enjoyed a successful career as a swashbuckling wizard for many years before becoming trapped in the Feywild. His bonded weapon, a rapier named “Raptor”, became the target of his enchantment effects. Over time, it seemingly developed a hint of a personality. Its attuned bearer feels more confident, and it makes a keening cry like that of a hunting raptor when landing a killing blow on an enemy. A description of this item can be found in the Dungeon Master’s Guide.
☐ Potion of Heroism
rare
CCC-LINKS-02 The Secrets We Keep
CCC-LINKS-02 The Secrets We Keep
Show
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Manual of Quickness of Action | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Potion of Speed | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Gem of Seeing | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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| ☐ Spell Scroll: Project Image | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | 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. |
||||||
| ☐ Potion of Clairvoyance | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. |
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| ☐ Spell Scroll: Scrying | very_rare | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Connection Save Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. |
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| ☐ Potion of Heroism | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Potion, rare |
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| ☐ Spell Scroll of Heal | uncommon | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | 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. |
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| ☐ Potion of Superior Healing | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Ring of Free Action | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Saddle of the Cavalier | uncommon | CCC-GHC-BK2-01 Shadows of Rith Keep | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. |
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| ☐ +2 Rapier with +2 to Initiative | rare | CCC-HAL-03 | Service Awards Applied | Show | ||
| ☐ Potion of Healing | common | CCC-HATMS02-02 Something Vile This Way Com | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Potion of Clairvoyance | uncommon | CCC-HATMS02-02 Something Vile This Way Com | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
|
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| ☐ Potion of Resistance (Radiant) | uncommon | CCC-HATMS02-02 Something Vile This Way Com | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
Potion, uncommon |
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| ☐ Nystul’s Magic Aura | rare | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
|
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| ☐ Scroll of Magic Mouth | common | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance 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 object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
|
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| ☐ Rod of Absorption | very_rare | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols. Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Dancing Sword, “Raptor” (Rapier) | very_rare | CCC-LINKS-02 The Secrets We Keep | CCC-LINKS-02 The Secrets We Keep | Show | ||
|
Notes:
Weapon (rapier), very rare (requires attunement) |
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| ☐ Potion of Heroism | rare | CCC-LINKS-02 The Secrets We Keep | CCC-LINKS-02 The Secrets We Keep | Show | ||