Show Trade Log Entry
Date Played
2025-05-04 00:55:00 UTC
2025-05-04 00:55:00 UTC
Downtime
-5.0
-5.0
Notes
**Magic Item traded with: https://www.adventurersleaguelog.com/users/36450/characters/90566**
**Magic Item traded with: https://www.adventurersleaguelog.com/users/36450/characters/90566**
Traded Magic Item
Silmyria, Song of the Frozen Oath (Frostbrand Shortsword)
Very Rare
Weapon, very rare (requires attunement)
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.
In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.
Flavor. Forged from black starsteel and etched with glowing runes of ancient frost, this blade feels like a breath of winter in the hand. When unsheathed, a gentle elven song rises—at first melancholy like falling snow, then, with each movement, carried by the elegance of dance, growing to a fierce crescendo. The melody is not a mere sound, but a voice from the past that attunes itself to the wearer's heart—gentle in shelter, fierce in a storm.
The blade itself radiates icy cold, each cut causing frost to dance over wounds as if winter itself were speaking through them. In the hands of a bladesinger, it seems almost alive—a symphony of steel, ice, and ancient elven magic.
Received Magic Item
Rod of Absorption
Very Rare
Rod, very rare (requires attunement)
2 lb.
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create 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. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. 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 level 5. 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 level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.