Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
🗹 Wand of Magic Detection uncommon CCC-MELB-01 A Single Tearfall Show
Notes:

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

☐ Velahr´Kerym (Flame Tongue Longsword) rare Trade Log Show
Notes:

Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

☐ Tome of the Stilled Tongue legendary CCC-GHC-BK-03-09 A Convergence of Gods Show
Notes:

This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

🗹 Tome of Clear Thought very_rare DDHC-DMM Dungeon of the Mad Mage: Crystal Labyrinth Show
Notes:

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.

☐ Spellguard Shield very_rare DDEP-DRW02 Wings of Death Show
Notes:

Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.

☐ Skeggöx (+3 Battleaxe) very_rare Trade Log Show
Notes:

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

☐ Scintilmorn (Sun Blade) rare DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
Notes:

The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. This sun blade has held many names over the years, including Sunlight's Wrath and Shar's Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

☐ Rod of Rulership rare DDHC-DMM Dungeon of the Mad Mage: Slitherswamp Show
Notes:

Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

☐ Ring of X-Ray Vision very_rare DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
☐ Nine Lives Stealer Longsword very_rare DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
☐ Mithral Chain Mail uncommon DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
Notes:

Vanrak Moonstar's ancient mithral armor (chain shirt) has the additional property of granting its wearer darkvision out to a range of 60 feet.

🗹 Manual of Quickness of Action very_rare CCC-BMG-37-HULB3-1 The Weakness of Rock Show
Notes:

Wondrous Item, very rare
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.

🗹 Manual of Bodily Health very_rare CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge Show
☐ Luck Blade (0 wishes) legendary DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
☐ Krahharuan Fork (+3 Pike) very_rare DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Weapon (pike), very rare
Forged of black, pitted iron, the haft of this doubletined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.

☐ Ioun Stone of Insight very_rare DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
Notes:

Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight: Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

🗹 Horn of the Endless Maze common DDHC-DMM Dungeon of the Mad Mage: Maze Level Show
Notes:

Wondrous item, rare
You can use an action to blow this horn. In response, 3d4+4 warrior spirits come from the Abyss and appear within 60 feet of you. They use the statistics of a berserker and look like minotaurs. Once you use the horn, it can't be used again until 7 days have passed.

🗹 Helm of Brilliance very_rare Trade Log Show
Notes:

8 Diamonds, 4 Rubies, 13 Fire Opals, 25 Opals

🗵 Heckler's Tie common Purchase Log Show
Notes:

Wondrous item, common
This tie has three charges. While wearing this tie, you can use an action to target two creatures that you can see within 60 feet. The effects last 1 minute, and do not require concentration.
You unleash a string of insults laced with subtle enchantments at one creature within range. If the first target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
The other target percieves your insult as hilariously funny and falls into fits of laughter. The second target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the second target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
The tie regains all expended charges daily at dawn.

☐ Hallowed Talisman rare DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Wondrous item, rare
A perfect sphere of black obsidian is tied to a necklace of prayer beads (mundane), and seems to glow with a very faint internal light. If you spend a short rest praying over this talisman and taking no other actions, you can break it on the ground at the end of the rest, destroying the talisman, to infuse the ground around you with holy or unholy energy.
By breaking the talisman in this way, you cast hallow as an action, requiring no material components.