Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Scroll of Revivify rare CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
☐ Gem of Brightness uncommon CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
Notes:

Moonfire Globe
Gem of Brightness (Language minor property: Undercommon)
Wondrous Item, Uncommon
"This fist-sized crystalline globe looks like a minature moon. Enchanted by clerics of Elistraee, it has been imbued with a limited ability to manifest her moonfire. This functions as a Gem of Brightness. It also allows the bearer to speak and understand Undercommon."

☐ Wand of Magic Missles uncommon CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear Show
Notes:

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.

☐ Wand of Secrets uncommon CCC-YLRA-SDCC01-2 No Good Deed CCC-YLRA-SDCC01-2 No Good Deed Show
Notes:

Wand of secrets
Wand, uncommon

The intricate carvings along this wand of polished duskwood contain seemingly endless detail. A prominent emblem is carved on its base, which any adventurer from the region can recognize as the symbol of the Turning Key—a famous but long-defunct adventuring company of Tavilar.

While holding the wand, you (and only you) occasionally hear female voices whispering words of encouragement and support. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ Spell Scroll of Warding Wind uncommon CCC-YLRA-SDCC01-2 No Good Deed CCC-YLRA-SDCC01-2 No Good Deed Show
☐ Potion of watchful rest (Lucius’ Vial #69.) common DC-PoA-TDG01-05 Curse of Slaad DC-PoA-TDG01-05 Curse of Slaad Show
Notes:

Potion, common.
When you drink this potion, you gain the
following benefits for the next 8 hours:
magic can’t put you to sleep, and you can
remain awake during a long rest and still
gain its benefits. This sweet, amber-colored
brew has no effect on creatures that don’t
require sleep, such as elves.
“ On a small label on the vial reads. Possible
side effects include: Severe blisters and
peeling skin, shooting pain, numbness and
tingling, unusual urges, nightmares and vivid
dreams. ”

☐ Cloak of the Manta Ray uncommon DC-PoA-TDG01-05 Curse of Slaad DC-PoA-TDG01-05 Curse of Slaad Show
Notes:

“Lucius’ Scientist Robe.”
Wondrous Item, uncommon.
While wearing this cloak with its hood up,
you can breathe underwater, and you have
a swimming speed of 60 feet. Pulling the
hood up or down requires an action..
“These white robes will shift and disguise its
wearer as a sea creature when immersed in
water.”

☐ Wand of Pyrotechnics (“Lucius’ Incense.”) common DC-PoA-TDG01-05 Curse of Slaad DC-PoA-TDG01-05 Curse of Slaad Show
Notes:

Wondrous Item, common
This wand has 7 charges. While holding it,
you can use an action to expend 1 of its
charges and create a harmless burst of
multicolored light at a point you can see up
to 60 feet away. The burst of light is
accompanied by a crackling noise that can
be heard up to 300 feet away. The light is as
bright as a torch flame but lasts only a
second.
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 erupts in a harmless pyrotechnic
display and is destroyed.
“A yellow-orange wand with a thin red
handle. The burst of multi-colored light is
accompanied by a crackling noise that can
be heard up to 300 feet away.”

☐ Brooch of Shielding uncommon DDAL05-03 Uninvited Guests Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

☐ Potion of Superior Healing rare DDAL05-13 Jarl Rising DDAL05-13 Jarl Rising Show
☐ Headband of Intellect uncommon DDAL05-16 Parnast Under Siege DDAL05-16 Parnast Under Siege Show
☐ Splint Mail +1 rare DDAL05-4 In Dire Need DDAL05-4 In Dire Need Show
☐ Potion of Heroism uncommon DDAL05-4 In Dire Need DDAL05-4 In Dire Need Show
☐ Potion of Diminution rare DDAL06-02 The Redemption of Kelvan DDAL06-02 The Redemption of Kelvan Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ Shadow Tome uncommon DDAL06-02 The Redemption of Kelvan DDAL06-02 The Redemption of Kelvan Show
Notes:

The spells in this book are written in white ink upon black paper. It evokes feelings of wistful sadness whenever it is gazed upon. It contains the spells:

1st-Find Familiar, Comprehend Languages, Witch Bolt
2nd-Darkness, Darkvision, Blindness/Deafness
3rd-Bestow Curse, Dispel Magic, Fear
4th-Blight, Evard's Black Tentacles

☐ Spell Scroll of Dispel Magic uncommon DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
☐ Rorreth the Red Wizard's spell book rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

Rorreth the red wizard's spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.

1st level: false life, mage armor, magic missile, shield
2nd level: invisibility, misty step, web
3rd level: animate dead, fireball, remove curse
4th level: ice storm, stoneskin
5th level: cloudkill, hold monster

☐ Dragonborn Mage Spellbook rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

The dragonborn mage’s spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.

1st level: detect magic, mage armor, magic missile, shield
2nd level: invisibility, mirror image
3rd level: haste, fireball, fly
4th level: Evard's black tentacles, polymorph
5th level: cone of cold, Bigby's hand

☐ Vial of Acid common DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
☐ Horn of Blasting rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

Wondrous Item, rare
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.