Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ (VR/AT) Animated Shield
very_rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a 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 a 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.
☐ (R) Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
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.
☐ (VR/AT) Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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.
☐ (R/AT) Staff of Withering
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
☐ Longbow +2
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
☐ (U) Discord (Plate +2)
unique
DDAL-DRW-15 Frozen Whispers
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
☐ (R/AT) Wand of Wonder
rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
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 dust and is destroyed.
☐ (VR/AT) Rod of Alertness
very_rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.
This rod has a flanged head and the following Properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.
Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.
The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
☐ Lor'shon Va'na'eel (Rod of Absorption)
very_rare
DDAL 00-02E: Forgotten Foes
DDAL 00-02E: Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
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.
🗹 (R/AT) Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
☐ Chest of Preserving
common
DC-PoA The Little Bundle of Love...craft
Show
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
🏲 (U) Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
☐ (VR/AT) Guardian Longbow of Melodies
very_rare
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls
☐ (C) Tentacle (Rope...) of Mending
common
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
Show
BAPAR GHALMRIN'S IMPERISHABLE ARK - CHEST OF PRESERVING
common
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
Wondrous Item, Common
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 21⁄2 feet long, 11⁄2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
This item is found in Waterdeep: Dungeon of the Mad Mage.
ARAELATHILA (AH-RAEH-LATHI-LA) - ELVEN THROWER (GUARDIAN MINOR PROPRIETY)
very_rare
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
Weapon (spear), very rare (requires attunement by a elf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
This item is found in Bigby Presents: Glory of the Giants.
Forged by the High Elves during the Crown Wars, Araelathila has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira.
☐ (VR) Tome of Clear Thought
very_rare
Trade Log
Show
Notes:
Very Rare
Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Name | Rarity | Location ▼ | Table | Result | Source | |
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☐ (VR/AT) Animated Shield | very_rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a 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 a 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. |
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☐ (R) Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | 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. |
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☐ (VR/AT) Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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. |
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☐ (R/AT) Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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☐ Longbow +2 | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
☐ (U) Discord (Plate +2) | unique | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
Notes:
Armor (Plate), Unique Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit. |
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☐ (R/AT) Wand of Wonder | rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. |
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☐ (VR/AT) Rod of Alertness | very_rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Rod, very rare (requires attunement) This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide. This rod has a flanged head and the following Properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative. Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light. The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. |
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☐ Lor'shon Va'na'eel (Rod of Absorption) | very_rare | DDAL 00-02E: Forgotten Foes | DDAL 00-02E: Forgotten Foes | Show | ||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) 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. |
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🗹 (R/AT) Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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☐ Chest of Preserving | common | DC-PoA The Little Bundle of Love...craft | Show | |||
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. |
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🏲 (U) Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws. |
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☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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☐ (VR/AT) Guardian Longbow of Melodies | very_rare | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls |
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☐ (C) Tentacle (Rope...) of Mending | common | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind |
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☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | Show | |||
BAPAR GHALMRIN'S IMPERISHABLE ARK - CHEST OF PRESERVING | common | FR-DC-LIGA-01 - Wyrmwell Flame | Show | |||
Notes:
Wondrous Item, Common Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 21⁄2 feet long, 11⁄2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item is found in Waterdeep: Dungeon of the Mad Mage. |
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ARAELATHILA (AH-RAEH-LATHI-LA) - ELVEN THROWER (GUARDIAN MINOR PROPRIETY) | very_rare | FR-DC-LIGA-01 - Wyrmwell Flame | Show | |||
Notes:
Weapon (spear), very rare (requires attunement by a elf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. This item is found in Bigby Presents: Glory of the Giants. Forged by the High Elves during the Crown Wars, Araelathila has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira. |
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☐ (VR) Tome of Clear Thought | very_rare | Trade Log | Show | |||
Notes:
Very Rare Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |