Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Mystery Key common Dungeon FR-DC-TiS Trapped in Sanity Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

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.

Potion of Growth common Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Potion, uncommon

Repackaged in an ornamental perfume bottle and wrapped in scraps of silk ribbon, this potion is a token of goodwill from a well-intentioned baroness-to-be.

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Pot of Awakening common Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Wondrous item, common

The rim of this clay planter is decorated with shapes of bats, mushrooms, and snakes. An inscription on the bottom reads “Property of Tywyll Greenclaw.”

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Ruby of the War Mage common Trade Log Show
Notes:

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.