Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Healing uncommon WBW-DC-ROOK-1-2 Rise of the Everplume WBW-DC-ROOK-1-2 Rise of the Everplume Show
☐ Potion of Healing uncommon DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
☐ Potion of Heroism uncommon DDAL05-4 In Dire Need DDAL05-4 In Dire Need Show
☐ Potion of Resistance (Poison) uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
☐ Potion of Superior Healing rare Purchase Log Show
☐ Potion of Superior Healing rare DDAL05-13 Jarl Rising DDAL05-13 Jarl Rising 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. ”

☐ Ring of Water Walking common BMG-MOON-ES-1 - A Drop in the Ocean BMG-MOON-ES-1 - A Drop in the Ocean Show
Notes:

Ring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

This ring is made of unadorned steel with an inscription on the inside: “Hindsight, remembering Oman”.

☐ Rod of Absorption very_rare 12b Service Hours Awarded_Very Rare Service Hours Award_Very Rare Show
Notes:

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.

☐ Rod of the Pact Keeper +2 rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

☐ 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

☐ Scimitar +2 rare Trade Log Show
☐ Scroll of Mass Cure Wounds uncommon The Iron Baron (DDEP05-01) - Tier 2 The Iron Baron (DDEP05-01) - Tier 2 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.

☐ Scroll of Revivify rare CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
☐ Scroll of Steel Wind Strike rare CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
☐ 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

☐ Sixth Sword (Rapier +2 w/ +2 Initiative) rare CCC-HAL-03-Six_Swords_Unbound CCC-HAL-03-Six_Swords_Unbound Show
☐ Spell Scroll: Dispel Magic uncommon DDEX1-13 Pool of Radiance Resurgent DDEX1-13 Pool of Radiance Resurgent Show
Notes:

Scroll, uncommon
A description of this item can be found in the Dungeon Master’s Guide, and the spell is found in the Player’s Handbook.

☐ Spell Scroll of Dispel Magic uncommon DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
☐ Spell Scroll of Gaseous Form uncommon DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show