Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Enspelled Dagger (Lvl 1 - Jump)
uncommon
FR-DC-POP-02 Last Steppe Before Desert
Show
Notes:
Enspelled Dagger (Lvl 1 - Jump)
Spell: Jump
Minor Property: Waterborne
This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
Wand of Pyrotechnics
common
FR-DC-POP-02 Last Steppe Before Desert
Show
Notes:
Wand, Common
1 lb.
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away.
The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away.
The light is as bright as a torch flame but lasts only a second.
Regaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Minor Property: Compass
You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.
Lore: The desert is monotonous; the landscape barely changes and makes it hard to orient oneself. To counter that, there are lots of even small magic items in this region which help you knowing where you are, or where you are going.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Enspelled Dagger (Lvl 1 - Jump) | uncommon | FR-DC-POP-02 Last Steppe Before Desert | Show | |||
|
Notes:
Enspelled Dagger (Lvl 1 - Jump) This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. |
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| Wand of Pyrotechnics | common | FR-DC-POP-02 Last Steppe Before Desert | Show | |||
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Notes:
Wand, Common 1 lb. This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Regaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Minor Property: Compass You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Lore: The desert is monotonous; the landscape barely changes and makes it hard to orient oneself. To counter that, there are lots of even small magic items in this region which help you knowing where you are, or where you are going. |
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