Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Whelm
legendary
TYP Ch.4 White Plume Mountain
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Wave
legendary
TYP Ch.4 White Plume Mountain
Show
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Wand of Magic Missiles
uncommon
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
Show
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.
Wand of Lightning Bolts
rare
DDHC-TYP The Hidden Shrine of Tamoachan
Show
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.
Wand Of Fireballs
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast fireball (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.
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.
Tome of Leadership and Influence
common
Reward As If You Have Been A Player: CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Clear Thoughts
very_rare
CCC-BMG-38 HULB 3-2 Dead Canaries
Show
Notes:
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Stone of Good Luck
uncommon
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Staff of the Woodlands
common
DDAL07-08 Putting the Dead to Rest
Show
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid)
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC:
- animal friendship (1 charge)
- speak with animals (1 charge)
- barkskin (2 charges)
- locate animals or plants (2 charges)
- speak with plants (3 charges)
- awaken (5 charges),
- wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Rogue’s Mantle
rare
Service Reward: Rogue’s Mantle
Show
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.
Rod of the Pact Keeper +2
rare
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
Show
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.
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 use an 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:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, 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
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
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.
Ring of Spell Storing
rare
TYP Ch.4 White Plume Mountain
Show
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
Ring of Protection
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Feather Falling
rare
Service Reward: Ring of Feather Falling
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Orb of Direction
common
CCC-BMG-38 HULB 3-2 Dead Canaries
Show
Notes:
Wondrous Item, common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
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
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
Show
Notes:
Weapon (rapier), common
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Whelm | legendary | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. |
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Wave | legendary | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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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 | |||
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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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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Wand Of Fireballs | rare | Trade Log | 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 fireball (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. |
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Vicious Weapon (Halberd) | rare | Trade Log | Show | |||
Notes:
Weapon (halberd), rare |
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Tome of Leadership and Influence | common | Reward As If You Have Been A Player: CCC-ROZK-01-02 Zhentarim's Lament | Show | |||
Notes:
Wondrous Item, very rare |
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Tome of Clear Thoughts | very_rare | CCC-BMG-38 HULB 3-2 Dead Canaries | Show | |||
Notes:
Wondrous item, very rare |
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Stone of Good Luck | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of the Woodlands | common | DDAL07-08 Putting the Dead to Rest | Show | |||
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Rogue’s Mantle | rare | Service Reward: Rogue’s Mantle | Show | |||
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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Rod of the Pact Keeper +2 | rare | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
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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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 use an 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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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
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. |
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Ring of Spell Storing | rare | TYP Ch.4 White Plume Mountain | Show | |||
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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Ring of Protection | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Feather Falling | rare | Service Reward: Ring of Feather Falling | Show | |||
Notes:
Ring, rare (requires attunement) |
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Orb of Direction | common | CCC-BMG-38 HULB 3-2 Dead Canaries | Show | |||
Notes:
Wondrous Item, common While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. |
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Necklace of Prayer Beads | rare | TYP Ch.4 White Plume Mountain | Show | |||
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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Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
Notes:
Weapon (rapier), common |