Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
đ˛ Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn.
The brazier weighs 5 pounds.
Command Word: ilkath keri (Ignan for âblaze brightlyâ)
đš (C) Cloak of Many Fashions
common
CCC-HERO-BK-02-02 Flight of the Wyvern
Show
Notes:
Wondrous Item, Common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
đš (C) Moon-Touched Longsword
common
BMG-DRW-OD-01 Something in the Way
Trade Log
Show
Notes:
Weapon (longsword), Common
The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
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.
Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canât be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it canât be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
â (L/AT) Whelm
legendary
Trade Log
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Mace of Terror
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
â (R/AT) Armor of Vulnerability (Slashing)
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Death Head (Mace of Disruption)
rare
CCC-GHC-BK1-02 - The Tithes That Bind
CCC-GHC-BK1-02 - The Tithes That Bind
Show
Notes:
Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement)
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.
â (R/AT) Ring of Fire Resistance
rare
CCC-GHC-BK1-04 I Am the Fire
CCC-GHC-BK1-04 I Am the Fire
Show
Notes:
Ring, rare (requires attunement), Table G
This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.
The life and magic of mage and a fire elemental have formed this item.
You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.
â (R/AT) Ring of Protection
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Tentacle Rod
rare
CCC-GHC-BK1-03 - The Darkest Knight
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
â (R) Chain Mail +1
common
DDHC-TYP - White Plume Mountain
Show
Ring of Telekinesis
very_rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried.
â (R) Stout (+2 Longsword)
rare
CCC-GHC-BK1-05_For_the_Glory_of_Bloutar
CCC-GHC-BK1-05_For_the_Glory_of_Bloutar
Show
Notes:
Weapon (longsword), rare
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. This item can be found in the Dungeon Masterâs Guide.
â The Mind Fortress (ring of mind shielding)
uncommon
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
Show
Notes:
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer canât prevent this Telepathic Communication.
Flavour:
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhysâs psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhysâs psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressâs form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the itemâs use.This item can be found in the Dungeon Masterâs Guide.
â (UC/AT) Ilmaterâs Bleeding Heart (Periapt of Wound Closure)
uncommon
CCC-GHC-BK1-08 the Hunt for Cutter Jack
CCC-GHC-BK1-08 the Hunt for Cutter Jack
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Masterâs Guide.
â (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
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đ˛ Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn. The brazier weighs 5 pounds. Command Word: ilkath keri (Ignan for âblaze brightlyâ) |
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đš (C) Cloak of Many Fashions | common | CCC-HERO-BK-02-02 Flight of the Wyvern | Show | |||
Notes:
Wondrous Item, Common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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đš (C) Moon-Touched Longsword | common | BMG-DRW-OD-01 Something in the Way | Trade Log | Show | ||
Notes:
Weapon (longsword), Common The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. |
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Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canât be used again until 5 days have passed. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it canât be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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â (L/AT) Whelm | legendary | Trade Log | Show | |||
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. |
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Mace of Terror | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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â (R/AT) Armor of Vulnerability (Slashing) | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R/AT) Death Head (Mace of Disruption) | rare | CCC-GHC-BK1-02 - The Tithes That Bind | CCC-GHC-BK1-02 - The Tithes That Bind | Show | ||
Notes:
Death's Head (Mace of Disruption) This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. |
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â (R/AT) Ring of Fire Resistance | rare | CCC-GHC-BK1-04 I Am the Fire | CCC-GHC-BK1-04 I Am the Fire | Show | ||
Notes:
Ring, rare (requires attunement), Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped. |
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â (R/AT) Ring of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R/AT) Tentacle Rod | rare | CCC-GHC-BK1-03 - The Darkest Knight | CCC-GHC-BK1-03 - The Darkest Knight | Show | ||
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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â (R) Chain Mail +1 | common | DDHC-TYP - White Plume Mountain | Show | |||
Ring of Telekinesis | very_rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried. |
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â (R) Stout (+2 Longsword) | rare | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | Show | ||
Notes:
Weapon (longsword), rare This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. This item can be found in the Dungeon Masterâs Guide. |
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â The Mind Fortress (ring of mind shielding) | uncommon | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | Show | ||
Notes:
Wondrous item, uncommon, table C Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer canât prevent this Telepathic Communication. Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhysâs psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhysâs psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressâs form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the itemâs use.This item can be found in the Dungeon Masterâs Guide. |
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â (UC/AT) Ilmaterâs Bleeding Heart (Periapt of Wound Closure) | uncommon | CCC-GHC-BK1-08 the Hunt for Cutter Jack | CCC-GHC-BK1-08 the Hunt for Cutter Jack | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. |
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â (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show |