Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ 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.
☐ 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
☐ 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.
☐ 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.
☐ 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.
☐ 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)
☐ 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)
☐ 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.
☐ Animated Shield
very_rare
DDEP-08-03 Last Orders at the Yawning Portal
DDEP-08-03 Last Orders at the Yawning Portal
Show
Notes:
Shield, Very Rare (requires attunement)
This shield appears as the head of a large beer keg, ringed by a rusty iron band. Whenever the shield is struck by a blow, a chorus of cheering dwarven voices are heard. While holding this shield, you can speak its command word as bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
☐ All Purpose Tool +3
very_rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, varies (requires attunement by a artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
☐ Potion of Flying
common
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
☐ Potion of Invisibility
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
☐ Atlas of Endless Horizon
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
☐ Potion of Wall of Thorns
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.
☐ Amulet of the Planes
common
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
☐ White Robes of the Archmagi
legendary
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
☐ Potion of Vitality
very_rare
DDAL-DRW-20 - The Death of Szass Tam
DDAL-DRW-20 - The Death of Szass Tam
Show
Notes:
Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours.
☐ Scroll of Maddening Darkness
very_rare
DDAL-DRW-20 - The Death of Szass Tam
DDAL-DRW-20 - The Death of Szass Tam
Show
Notes:
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Heroism | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Potion, rare |
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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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| ☐ 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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| ☐ 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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| ☐ 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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| ☐ 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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| ☐ 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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| ☐ 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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| ☐ Animated Shield | very_rare | DDEP-08-03 Last Orders at the Yawning Portal | DDEP-08-03 Last Orders at the Yawning Portal | Show | ||
|
Notes:
Shield, Very Rare (requires attunement) |
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| ☐ All Purpose Tool +3 | very_rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a artificer) While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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| ☐ Potion of Flying | common | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Potion of Invisibility | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Atlas of Endless Horizon | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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| ☐ Potion of Wall of Thorns | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th. |
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| ☐ Amulet of the Planes | common | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
|
Notes:
Wondrous Item, very rare (requires attunement) |
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| ☐ White Robes of the Archmagi | legendary | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
|
Notes:
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard) If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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| ☐ Potion of Vitality | very_rare | DDAL-DRW-20 - The Death of Szass Tam | DDAL-DRW-20 - The Death of Szass Tam | Show | ||
|
Notes:
Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours. |
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| ☐ Scroll of Maddening Darkness | very_rare | DDAL-DRW-20 - The Death of Szass Tam | DDAL-DRW-20 - The Death of Szass Tam | Show | ||
|
Notes:
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. |
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