The Broken Vial

The resident shop at The Mages Guild, is called The Broken Vial.

They only sell to guild members.

Rings

RingCostAttunement
Ring of Jumping250 gpY
Ring of Mind Shielding450 gpY
Ring of Swimming300 gpN
Ring of Truth Telling150 gpY
Ring of Warmth480 gpY
Ring of Water Walking500 gpN

Rods

RodCostAttunement
Immovable Rod500 gpN
Rod of the Pact Keeper (+1)400 gpY (warlock)

Staffs

StaffCostAttunement
Skyblinder Staff375 gpY
Staff of Adornment50 gpN
Staff of Birdcalls70 gpN
Staff of Flowers50 gpN
Staff of The Adder350 gpY
Staff of The Python250 gpY

Wands

WandCostAttunement
Wand of Conducting90 gpN
Wand of Entangle300 gpY (spellcaster)
Wand of Magic Detection150 gpN
Wand of Magic Missiles300 gpN
Wand of Pyrotechnics65 gpN
Wand of Secrets125 gpN
Wand of Scowls60 gpN
Wand of Smiles60 gpN
Wand of The War Mage (+1)400 gpY (spellcaster)
Wand of Web250 gpY

Rings

RING OF JUMPING

Uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.

RING OF MIND SHIELDING

Uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic Communication.

RING OF SWIMMING

Uncommon

You have a swimming speed of 40 feet while wearing this ring.

RING OF TRUTH TELLING

Uncommon (requires attunement)

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

RING OF WARMTH

Uncommon (requires attunement)

While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -45 degrees.

RING OF WATER WALKING

Uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Rods

IMMOVABLE ROD

Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

ROD OF THE PACT KEEPER (+1)

Uncommon (requires attunement by a warlock)

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Staff

SKYBLINDER STAFF

Uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.

If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STAFF OF ADORNMENT

Common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STAFF OF BIRDCALLS

Common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s book, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STAFF OF FLOWERS

Common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STAFF OF THE ADDER

Uncommon (requires attunement by a cleric, druid, or warlock)

You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STAFF OF THE PYTHON

Uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s Command Word and throw the staff on the ground within 10 feet of you. The staff becomes a Giant Constrictor Snake (see the Monster Manual for statistics) under your control and acts on its own Initiative count. By using a Bonus Action to speak the Command Word again, you return the staff to its normal form in a space formerly occupied by the snake.

On Your Turn, you can mentally Command the snake if it is within 60 feet of you and you aren’t Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general Command, such as to Attack your enemies or guard a location.

If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

Wand

WAND OF CONDUCTING

Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

WAND OF ENTANGLE

Uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

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 MAGIC DETECTION

Uncommon

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.

WAND OF MAGIC MISSILES

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 PYROTECHNICS

Common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

WAND OF SECRETS

Uncommon

The wand has 3 Charges. While holding it. you can use an action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn.

WAND OF SCOWLS

Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.

WAND OF SMILES

Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

WAND OF THE WAR MAGE (+1)

Uncommon (requires attunement by a spellcaster)

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

WAND OF WEB

Uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.