| d9 | Result | Description |
|---|---|---|
1 |
*# Devastation Orb* |
Wondrous item, very rare A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. Multiple variations of this item exist, as listed below: Devastation Orb of Air - 10000gp Source: PotA, page 222 |
2 |
*# Glowrune Pigment (1d4+2)* |
Wondrous item, rare This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with this paint. One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature: Journey Rune. difficult terrain doesn't cost the painted creature extra movement. Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws. Light Rune. The painted creature gains darkvision to a range of 30 feet. If the painted creature already has darkvision from another source, the range of its darkvision increases by 30 feet. Mountain Rune. The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws. Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage. A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune's benefits last for 8 hours or until the painted creature uses its action to wipe away the rune. Source: BGG, page 112 Cost: 2000gp |
3 |
*# Necklace of Fireballs* |
Wondrous item, rare 1 lb. This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6). Found On: Arcana - Rare Source: DMG'24, page 280. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 500gp (each bead) |
4 |
*# Oil of Etherealness* |
Potion, rare ½ lb. One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate. Found On: Arcana - Rare Source: DMG'24, page 282. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1920gp |
5 |
*# Orc Stone* |
Wondrous item, uncommon (requires attunement by a recipient only) I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it. As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands. After the stone is used three times, it turns to dust. (See Appendix B of Icewind Dale: Rime of the Frostmaiden) Source: IDRotF, page 264 Cost: 500gp |
6 |
*# Potion of Fire Giant Strength* |
Potion, rare ½ lb. When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. Found On: Arcana - Rare, Armaments - Rare Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1400gp |
7 |
*# Potion of Speed* |
Potion, very rare ½ lb. When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own. Found On: Arcana - Very Rare, Implements - Very Rare Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024) Cost: 9000gp |
8 |
*# Spell Scroll (6th Level)* |
Scroll, very rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 16 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect. If the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is +9. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 6 spell is copied in this way, the copier must succeed on a DC 16 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Found On: Arcana - Very Rare, Relics - Very Rare Source: DMG'24, page 305. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
9 |
*# Spellwrought Tattoo (5th Level)* |
Wondrous item (tattoo), rare Produced by a special needle, this magic tattoo contains a single 5th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9. Source: TCE, page 135 Cost: 3200gp |