Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
[C] Candle of the Deep common FR-DC-FOS-13 Dark Connections Show
Notes:

Wondrous item, common

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Minor Property: Delver
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

[C] Dread Helm common FR-DC-FOS-12 Hive in Danger Show
Notes:

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Quirk: Loud

The item makes a loud noise, a low rumbling growl of an adult dragon, when used.

[C] Walloping Arrow common FR-DC-FOS-13 Dark Connections Show
Notes:

Ammunition, common

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Dust of Sneezing and Choking uncommon Magic Items for the Adventure Show
Notes:

Wondrous item, uncommon
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.

Keoghtom's Ointment uncommon Magic Items for the Adventure Show
Notes:

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Potion of Greater Healing uncommon Magic Items for the Adventure Show
Notes:

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Poison Resistance uncommon Magic Items for the Adventure Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to poison damage for 1 hour.

Potion of Polychromy uncommon Magic Items for the Adventure Show
Notes:

Potion, Uncommon

When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.

The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.

[R/AT] Belt of Hill Giant Strength rare Trade Log Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

[R/AT] Demon Skin (Plate Armor) rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Armor (Any Heavy Armor), Rare (Requires Attunement)

This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.

While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.

[R/AT] Iggwilv’s Horn rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Rare (Requires Attunement)

You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.

Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

[R/AT] Necklace of Prayer Beads rare FR-DC-FOS-13 Dark Connections Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
1 lb.

This necklace has 6 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace.
Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary).
Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

Beads:
1x Bless
2x Cure Wounds (2nd Level)
2x Lesser Restoration
1x Greater Restoration

Quirk: Muttering
The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

Der Geist einer Priesterin wohnt in dieser Kette. Sie beginnt zwar jeden zweiten Satz mit "Zu meiner Zeit..." oder "Früher war...", aber sie kennt sich mit religiösen Dingen aus und mag hilfreich sein.
=A PC using this necklace has advantage on religion checks (not AL-legal, usable only within the FOS-adventures).

[R/AT] Spider Staff rare Trade Log Show
Notes:

Staff, rare (requires attunement by Bard, Sorcerer, Warlock, Wizard)

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

[R/AT] Sun Blade rare Trade Log Show
Notes:

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

[R/AT] Wand of Binding rare FR-DC-FOS-12 Hive in Danger Show
Notes:

Wand, rare (requires attunement by a spellcaster), 1 lb.

This wand has 7 charges for the following properties. It 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.

Spells
While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).

Assisted Escape
While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Minor Property: Harmonious
Attuning to this item takes only 1 minute.

[R] Censer of Controlling Air Elementals rare DDHC-CM Zikran's Xephyrean Tome Show
Notes:

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

[R] Folding Boat rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

[R] Iron Bands of Bilarro rare DDHC-CM Zikran's Xephyrean Tome Show
Notes:

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

[R] Periapt of Proof against Poison rare FR-DC-FOS-14 Money First Show
Notes:

Wondrous item, rare
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Spell Scrolls uncommon Magic Items for the Adventure Show
Notes:

Spell Scroll
Scroll, varies
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


Levitate
2nd-Level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S,
Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.