Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Potion of resistance, psychic
uncommon
SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3)
Show
Horn of Silent Alarm
common
SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3)
Show
Notes:
Sentinel. Choose a kind of creature that is an enemy of the item’s creator (Mind Flayers). This item glows faintly when such creatures are within 120 feet of it.
staff of defense
rare
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Notes:
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Strange Material. Pulled from the ruins of the extractor staff assembly, this slender, hollow staff is made of sharp, jagged obsidian, yet does not cut your hands when you hold it. It weighs 3 pounds.
Hat of Wizardry
common
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This item is found in Xanathar’s Guide to Everything.
Hidden Message. Whenever a creature wearing the hat reads written text, a soft light gently bounces between the stars on its silk surface, and observers feel drawn to “connect the dots” by tracing their finger across the constellations, even if the wearer is not attuned to the hat.
Oil of slipperiness
uncommon
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Spell Scroll of Enhance Ability
common
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Smokepowder (5 bullets)
common
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Figurine of Wondrous Power, Ebony Fly
rare
SJ-DC-RFJK-02-03 Colony Calling
Show
Notes:
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 isn't enough space for the creature, the figurine doesn't 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 can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
This item is found in the Dungeon Master's Guide.
Guardian. Formed from the remains of a slain elder brain dragon, this figurine psionically senses danger and whispers warnings to its bearer in Deep Speech, granting a +2 bonus to initiative if the bearer isn’t incapacitated. The figurine takes on the appearance of a tentacled, briny dragon when the command word is spoken.
Spellwrought Tattoo of Antagonize
uncommon
SJ-DC-RFJK-02-03 Colony Calling
Show
Notes:
Antagonize Enchantment 3, Range 30 ft., Duration instantaneous
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.
Spell Scroll of Remove Curse
uncommon
SJ-DC-RFJK-02-03 Colony Calling
Show
Potion of growth
uncommon
SJ-DC-RFJK-02-03 Colony Calling
Show
potion of giant strength (cloud)
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of speed
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of vitality
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of heroism
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
elixir of health
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of invulnerability
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
oil of slipperiness
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of growth
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
potion of resistance (psychic)
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Potion of resistance, psychic | uncommon | SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) | Show | |||
Horn of Silent Alarm | common | SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) | Show | |||
Notes:
Sentinel. Choose a kind of creature that is an enemy of the item’s creator (Mind Flayers). This item glows faintly when such creatures are within 120 feet of it. |
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staff of defense | rare | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Notes:
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed. Strange Material. Pulled from the ruins of the extractor staff assembly, this slender, hollow staff is made of sharp, jagged obsidian, yet does not cut your hands when you hold it. It weighs 3 pounds. |
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Hat of Wizardry | common | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Hidden Message. Whenever a creature wearing the hat reads written text, a soft light gently bounces between the stars on its silk surface, and observers feel drawn to “connect the dots” by tracing their finger across the constellations, even if the wearer is not attuned to the hat. |
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Oil of slipperiness | uncommon | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Spell Scroll of Enhance Ability | common | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Smokepowder (5 bullets) | common | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Figurine of Wondrous Power, Ebony Fly | rare | SJ-DC-RFJK-02-03 Colony Calling | Show | |||
Notes:
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 isn't enough space for the creature, the figurine doesn't 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 can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. This item is found in the Dungeon Master's Guide. Guardian. Formed from the remains of a slain elder brain dragon, this figurine psionically senses danger and whispers warnings to its bearer in Deep Speech, granting a +2 bonus to initiative if the bearer isn’t incapacitated. The figurine takes on the appearance of a tentacled, briny dragon when the command word is spoken. |
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Spellwrought Tattoo of Antagonize | uncommon | SJ-DC-RFJK-02-03 Colony Calling | Show | |||
Notes:
Antagonize Enchantment 3, Range 30 ft., Duration instantaneous |
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Spell Scroll of Remove Curse | uncommon | SJ-DC-RFJK-02-03 Colony Calling | Show | |||
Potion of growth | uncommon | SJ-DC-RFJK-02-03 Colony Calling | Show | |||
potion of giant strength (cloud) | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of speed | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of vitality | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of heroism | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
elixir of health | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of invulnerability | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
oil of slipperiness | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of growth | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
potion of resistance (psychic) | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show |