Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Staff of Frost very_rare DDAL-DRW05 Uncertain Scrutiny DDAL-DRW05 Uncertain Scrutiny Show
Notes:

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
This staff is made of ice as hard as steel with a frozen skull perched at the head of it.

Ersatz Eye common DDAL 10-00 Ice Road Trackers Trade Log Show
Notes:

Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Trade Log Show
Notes:

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Trade Log Show
Notes:

Weapon, Common Moon-touched Rapier In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Language minor property The bearer of this weapon can speak and understand Undercommon

Spellguard Shield very_rare CCC-ROZK-01-03 Trade Log Show
Notes:

Shield (shield), very rare (requires attunement) 6 lb. AC +2 While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL1-1 Arrival Trade Log Show
Notes:

Wondrous item, uncommon

These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.

While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Musket of the Ild Rune uncommon Trade Log Show
Notes:

Musket
Weapon
Firearm, renaissance, martial weapon, ranged weapon
500 gp, 10 lb. 1d12 piercing - ammunition (60/120 ft.), loading, two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Gift of Flame
You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon
The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.