Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Silvered Dagger common DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
Notes:

Silvered Dagger
Weapon (Dagger), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Silvered Dagger common DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
Notes:

Silvered Dagger
Weapon (Dagger), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Wand of Magic Detection uncommon DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
Notes:

Wand of Magic Detection
Wand, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Paralysis rare DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
Notes:

Wand of Paralysis
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 to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.

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 DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
Notes:

Wand of Secrets
Wand, uncommon

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.