Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Earth Elemental Essence Shard *Wicked rare SJ-DC-SJS-04 The Crown of Kings Trade Log Show
Notes:

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends.

You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property. You gain resistance to a damage type of your choice until the start of your next turn.

Minor Property: Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

Rod of the Pact Keeper +2 rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Trade Log Show
Scroll of Greater Restoration rare Purchase Magic Items Show
orb of the stein rune rare DDAL05-14 Reeducation Show
Potion of Heroism rare DDAL00-07 The Embers of Hate Show
Bracers of Defence rare DDAL-DRW02 Wings of Death (Tier 4) Show
Potion of Invulnerability rare DDAL-DRW-15 Frozen Whispers Show
Figurine of Wondrous Power (Ivory Goats) rare WBW-DC-CONMAR-05 Death by Chocolate Trade Log Show
Scroll of Grasping Vine rare ALMOG-03-TALES03-01: Claws of Fury Show
Scroll of Enhance Ability rare ALMOG-03-TALES03-01: Claws of Fury Show
Potion of Speed very_rare DDAL-DRW-15 Frozen Whispers Show
Nine Lives Stealer (longsword) very_rare DDHC-DMM Dungeon of the Mad Mage Lv 22 (Service Award) Trade Log Show
Notes:

(Service Award)

Helm of Brilliance very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Notes:

6 Diamonds, 12 Rubies, 22 Fire Opals, 18 Opals

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

You can use an Action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component:
Daylight (opal),
Fireball (fire opal),
Prismatic Spray (diamond)
Wall of Fire (ruby).

The gem is destroyed when the spell is cast and disappears from The Helm.

As long as it has at least one Diamond,
The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.

As long as The Helm has at least one ruby, you have Resistance to fire damage.

As long as The Helm has at least one fire opal, you can use an Action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus Action to speak the Command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Ioun Stone of Intellect very_rare DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

This translucent green stone came from the Far Realm.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Rod of Alertness very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Staff of Power very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Manual of Bodily Health very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Candle of Invocation (Chaotic Good) very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Scimitar of Speed very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Hand crossbow +3 very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show

Unlocked Magic Items