Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Asharam’s Orb of Ensnaring (Iron Bands of Bilarro)
rare
CCC-DRUID-01 The Scourge Unseen
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Notes:
Wondrous Item, rare
This item is always chilly to the touch and, at first sight, appears to be a solid iron ball not unlike a large bearing. Closer inspection reveals fine lines that make up minutely elaborate whorls and swirls on the ball’s surface. Even closer inspection reveals short passages written in celestial runes. Anyone who can read celestial or who uses a comprehend languages spell (or an otherwise similar ability) discerns the following sentence—the sphere’s command phrase—in the writing: “Bind the Stinger to the floor and force the singer to sing no more.”
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.
Wand of Lightning Bolts
rare
DDHC-TYP The Hidden Shrine of Tamoachan
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Notes:
Wand, rare (requires attunement by a spellcaster)
This wand is a silvery rod, actually made from a copper-nickel alloy,
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand 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.
Chain Mail, +1
rare
TYP Ch.4 White Plume Mountain
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Notes:
Armor (heavy), rare (+1)
You have a +1 bonus to AC while wearing this armor.
Ring of Protection
rare
TYP Ch.4 White Plume Mountain
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Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
TYP Ch.4 White Plume Mountain
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Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
When found this ring contained 2 x Mirror Image castings
Necklace of Prayer Beads
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical 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.
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.
Bead types
Roll | Name | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk
Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17)
• 5 x Curing
• 1 x Favor
Rod of the Pact Keeper +2
rare
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
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Notes:
Rod, rare (requires attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Rogue’s Mantle
rare
Service Reward: Rogue’s Mantle
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Notes:
Wondrous Item, rare (requires attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Ring of Feather Falling
rare
Service Reward: Ring of Feather Falling
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Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Cloak of the Bat
rare
Service Reward: Cloak of the Bat
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Notes:
Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Instrument of the Bards (Cli Lyre)
rare
Trade Log
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Notes:
Wondrous Item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Vicious Weapon (Halberd)
rare
Trade Log
Show
Notes:
Weapon (halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Ring of Necrotic Resistance
rare
DDHC-TYP Tomb of Horror
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Notes:
Ring, rare
You have resistance to necrotic damage while wearing this jet ring.
Cube of Force
rare
DDHC-TYP Tomb of Horror
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Notes:
Wondrous Item, Rare (Requires Attunement)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell | Charge Cost
Mage Armor | 1
Shield | 1
Leomund’s Tiny Hut | 3
Mordenkainen’s Private Sanctum | 4
Otiluke’s Resilient Sphere | 4
Wall of Force | 5
Ring of Fire Resistance
rare
DDHC-TYP Tomb of Horror
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Notes:
Ring, rare
You have resistance to fire damage while wearing this garnet ring.
Berserker Greataxe
rare
DDHC-TYP Tomb of Horror
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Notes:
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Robe of Useful Items
uncommon
DDAL10-04 Cold Benevolence
Show
Notes:
Wondrous Item, uncommon
´This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Bullseye Lantern (filled and lit)
• Dagger
• Mirror
• Pole
• Rope (coiled)
• Sack
In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly.
1: 10 gems worth 100 gp each
2: 10 gems worth 100 gp each
3: 4 potions of healing
4: 4 potions of healing
5: Spell Scroll of Dispel Magic
6: Spell Scroll of Remove Curse
7: Spell Scroll of Revivify
Random Patches Table
d100 Patch
01–08 Bag of 100 gp
09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
23–30 10 gems worth 100 gp each
31–44 Wooden ladder (24 feet long)
45–51 A riding horse with saddle bags 52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 potions of healing
69–75 Rowboat (12 feet long)
76–83 Spell scroll containing one spell of 1st to 3rd level
84–90 2 mastiffs
91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97–00 Portable ram
Mithral Armor (Chainmail)
uncommon
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
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Notes:
Armor (chain mail), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Eyes of Minute Seeing [Crafted]
uncommon
Bastion Turn
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Notes:
Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Wand of Magic Missiles
uncommon
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
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Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand 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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Asharam’s Orb of Ensnaring (Iron Bands of Bilarro) | rare | CCC-DRUID-01 The Scourge Unseen | 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. |
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| Wand of Lightning Bolts | rare | DDHC-TYP The Hidden Shrine of Tamoachan | Show | |||
|
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand 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. |
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| Chain Mail, +1 | rare | TYP Ch.4 White Plume Mountain | Show | |||
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Notes:
Armor (heavy), rare (+1) |
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| Ring of Protection | rare | TYP Ch.4 White Plume Mountain | Show | |||
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Notes:
Ring, rare (requires attunement) |
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| Ring of Spell Storing | rare | TYP Ch.4 White Plume Mountain | Show | |||
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Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. When found this ring contained 2 x Mirror Image castings |
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| Necklace of Prayer Beads | rare | TYP Ch.4 White Plume Mountain | Show | |||
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Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Bead types Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17) |
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| Rod of the Pact Keeper +2 | rare | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
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Notes:
Rod, rare (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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| Rogue’s Mantle | rare | Service Reward: Rogue’s Mantle | Show | |||
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Notes:
Wondrous Item, rare (requires attunement) Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn. |
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| Ring of Feather Falling | rare | Service Reward: Ring of Feather Falling | Show | |||
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Notes:
Ring, rare (requires attunement) |
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| Cloak of the Bat | rare | Service Reward: Cloak of the Bat | Show | |||
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Notes:
Wondrous Item, rare (requires attunement) While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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| Instrument of the Bards (Cli Lyre) | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement by a bard) You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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| Vicious Weapon (Halberd) | rare | Trade Log | Show | |||
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Notes:
Weapon (halberd), rare |
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| Ring of Necrotic Resistance | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Ring, rare |
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| Cube of Force | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces |
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| Ring of Fire Resistance | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Ring, rare |
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| Berserker Greataxe | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Weapon (greataxe), rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. |
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| Robe of Useful Items | uncommon | DDAL10-04 Cold Benevolence | Show | |||
|
Notes:
Wondrous Item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: 1: 10 gems worth 100 gp each Random Patches Table |
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| Mithral Armor (Chainmail) | uncommon | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
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Notes:
Armor (chain mail), uncommon |
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| Eyes of Minute Seeing [Crafted] | uncommon | Bastion Turn | Show | |||
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Notes:
Wondrous Item, uncommon |
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| Wand of Magic Missiles | uncommon | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
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Notes:
Wand, uncommon The wand 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. |
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