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.
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. |
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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. |
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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. |