The charging cable for the Wahl Magic Clip cordless clipper is an essential accessory for the proper functioning of the clipper. This charging cable is designed specifically to fit the Wahl Magic Clip cordless clipper and provides a convenient way to recharge the clipper's battery. The cable features a standard USB connection on one end, allowing it to be easily plugged into any USB port for charging. The other end of the cable is equipped with a specific plug that fits perfectly into the charging port of the Wahl Magic Clip clipper. This charging cable is made with high-quality materials to ensure durability and long-lasting performance. It is a reliable and efficient tool to keep the Wahl Magic Clip cordless clipper powered up and ready for use at all times.
Here's my personal highlights from this table:
Shiftweave Useful for changelings needing additional outfits to help with their natural shapeshifting ability, and is overall good for social scenarios. As of the Artificer s re-release in Tasha s Cauldron of Everything , the Replicate Magic Item infusion now allows artificers to replicate any common magic item sans potions and scrolls , rather than just the ones from Xanathar s Guide.
It is a reliable and efficient tool to keep the Wahl Magic Clip cordless clipper powered up and ready for use at all times. The cable is an essential companion for barbers, hairstylists, and individuals who rely on the Wahl Magic Clip cordless clipper for their grooming needs. With the charging cable, users can conveniently recharge the clipper's battery whenever necessary, ensuring that it is always ready for use.
[UPDATED] List of common magic items from all official adventures, settings, and source books that the Artificer can replicate.
As of the Artificer's re-release in Tasha's Cauldron of Everything, the Replicate Magic Item infusion now allows artificers to replicate any common magic item (sans potions and scrolls), rather than just the ones from Xanathar's Guide. Below I have made a list of all common magic items that appear in official adventures, settings, and source books. Note, of course, that some items make for better infusions than others.
Item | Attunement | Brief Description |
---|---|---|
Hoard of the Dragon Queen | ||
Tankard of Plenty | No | Speak command word to fill with 3 pints of ale. (3/Day) |
Waterdeep: Dungeon of the Mad Mage | ||
Chest of Preserving | No | Food and other perishables don't decay when stored inside. Dimensions: 2½ feet long, 1½ feet wide, and 1 foot tall. |
Orb of Gonging | No | Use action to cause orb to loudly gong (audible from 600 ft.) each round until disabled as another action. |
Ghosts of Saltmarsh | ||
Pipe of Remembrance | No | When smoked, smoke forms shapes that reenact the smoker's most impressive achievements. (1/Day) |
Pressure Capsule | No | Consumer ignores effects of swimming lower than 100 ft. |
Sekolahian Worshipping Satuette | No | A satuette of a shark that bites Tiny creatures that get near it. |
Icewind Dale: Rime of the Frostmaiden | ||
Lantern of Tracking | No | When lit, flame turns green when within 300 ft. of one specific creature type. Types include: Abberations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, and undead. |
Thermal Cube | No | Radiates heat (95° F) out to 15 feet. |
Call of the Netherdeep | ||
Earring of Message | No | Has 5 charges, spend 1 charge to cast message. Regains 1d4+1 charges at dawn. |
Medal of Muscle | No | One use. Use action to gain advantage on Strength checks and saves for 1 hour. |
Medal of the Conch | No | One use. Use action to gain swim speed equal to walk speed for 1 hour. |
Medal of the Horizonback | No | One use. Use reaction when hit by an attack to gain +5 AC until next turn. |
Medal of the Maze | No | One use. Use action to gain advantage on Wisdom checks and know the quickest route to end of non-magical path or maze for 1 hour. |
Medal of the Meat Pie | No | One use. Use action to gain 2d4+2 temporary hit points. |
Medal of the Wetlands | No | One use. Use action to ignore difficult terrain for 1 hour. |
Medal of Wit | No | One use. Gain advantage on Intelligence checks and saves for 1 hour. |
Guildmaster's Guide to Ravnica | ||
Moodmark Paint | No | Face paint that reflects your mental state. |
Eberron: Rising From the Last War | ||
Armblade | Yes (Warforged Only) | A one handed melee weapon that attaches to a warforged's arm. Can use bonus action to retract or extend weapon. |
Cleansing Stone | No | When touched, dirt and grime is removed from your garments and person. |
Everbright Lantern | No | A lantern that requires no fuel, functions similar to the continual flame spell. |
Feather Token | No | When falling at least 20 ft., descend 60 ft. per round and take no damage. After landing, token becomes inert. |
Glamerweave | No | Magical clothing. Can use bonus action to create a moving illusory pattern within the cloth. |
Imbued Wood Focus | Yes | A rod, staff, or wand used as a spellcasting focus. Gain a +1 bonus to damage rolls of spells that deal a damage type corresponding to the material used in the focus. |
Keycharm | Yes (Mark of Warding Only) | When you cast alarm, arcane lock, or glyph of warding (some of your Mark spells), you can tie the spell to the key. Whoever holds the key receives the alarm or bypasses the arcane lock or glyph of warding, and can end a tied spell. |
Orb of Shielding | Yes | A spellcasting focus. When you take damage from a type associated with the material of the orb, can use reaction to reduce damage by 1d4. |
Prosthetic Limb | No | replaces a hand, arm, foot, leg, or similar appendage. When attached, cannot be removed unless by the attached creature, and functions identically to original body part. |
Scribe's Pen | Yes (Mark of Scribing Only) | Can write on any surface, can be invisible to all except those with the Mark of Scribing. Those with the mark can touch the writing and make it visible. |
Shiftweave | No | Magical clothing. Use bonus action to switch between up to 5 different outfits. |
Spellshard | No | A gem that can store up to 320 pages of text. |
Wand Sheath | Yes (Warforged Only) | Allows a wand to be slotted into a warforged's arm. If the wand requires attunement, the wand and sheath share attunement slots. |
Explorer's Guide to Wildemount | ||
Breathing Bubble | No | When worn on the head like a helmet, provides 1 hour of breathable air. (1/Day) |
Coin of Delving | No | Sheds 5-foot-radius dim light. When dropped more than 5 feet, rings melodiously. Anyone who hears it can determine the distance the coin was dropped. |
Vox Seeker | No | Dinner plate sized clockwork resembling a metal crab. Must be wound, every action taken to wind allows operation for 1 minute, 10 minutes max. When activated, moves towards the nearest voice and attacks. (+2 to hit, 1d4 piercing + 3 lighting) Includes a stat block, is controlled by the DM. |
Acquisitions Incorporated | ||
Cartogapher's Map Case | No | Use action to make a DC 15 Wisdom (Perception) check to find a map of a shortcut. Travel time is reduced by half when following this route. (1/Day) Use action to make DC 15 Wisdom (Perception) check to find a map to a prominent landmark relating to your quest, or a new quest. (1/Week) |
Coin of Decisionry | No | A coin that, when flipped by another creature, you choose the result out of four results. |
Documancy Satchel | No | Send and receive documents from "Head A.I. Office" (What does that mean if you're not in a franchise?), and produce prewritten contracts. |
Occultant Abacus | Yes | Spend 1 minute examining a killed creature, then grant a d10 to the creature that killed it. That d10 can be added to one attack roll, ability check, or saving throw. (1/Day) |
Spyglass of Clairvoyance | No | As an action, look at a location within 1 mile of you and make a DC 15 Wisdom (Cartographer's Tools) check. On a success, you map the natural terrain within 3 miles of that point. |
Voting Kit | No | Can place one set of tools you're proficient with into the kit. Can also cast charm person (DC 15). (1/Day) |
Whisper Jar | Yes | An ether-filled jar with a hose. Creatures can speak into the hose to record their voice. Use an action to play back a particular recording. |
Strixhaven: A Curriculum of Chaos | ||
Bottle of Boundless Coffee | No | A thermos of endless coffee. Must be drunk from directly, can't be poured. |
Cuddly Strixhaven Mascot | No | Stuffed toy that can adhere to your limb for 1 hour. Can gain advantage on a save to avoid or end the frightened condition. (1/Day) |
Masque Charm | No | Cast disguise self (1/Day) Can have a duration of 6 hours, becomes non-magical if done so. |
Strixhaven Pennant | No | Sheds 10 feet bight light and 10 feet dim beyond that when waved. |
Xanathar's Guide to Everything | ||
Armor of Gleaming | No | This armor never gets dirty. |
Bead of Nourishment | No | Provides as much nourishment as 1 day of rations. |
Bead of Refreshment | No | Transforms 1 pint of any harmless non-magical liquid into cold drinking water. |
Boots of False Tracks | No | Can only be worn by humanoids (sorry satyrs and centaurs). Leaves tracks like those of another kind of humanoid of your size. |
Candle of the Deep | No | Remains lit unerwater. |
Cast-Off Armor | No | Can be doffed as an action. |
Charlatan's Die | Yes | When this 6-sided die is rolled, choose the result. |
Cloak of Billowing | No | Use bonus action to make the cloak billow dramatically. |
Cloak of Many Fashions | No | Use bonus action to change the cloak into the appearance of any other cloak. |
Clockwork Amulet | No | When you make an attack roll, can forego rolling a d20 and get a 10 instead. (1/Day) |
Clothes of Mending | No | Clothes that repair themselves. |
Dark Shard Amulet | Yes (Warlock Ony) | Spellcasting focus. Use action to attempt to cast any warlock cantrip. (1/Day) |
Dread Helm | No | Eyes glow red while wearing this helmet. |
Ear Horn of Hearing | No | Ignore the deafened condition while held up to your ear. |
Enduring Spellbook | No | Spellbook that can't be destroyed by fire or water and doesn't deteriorate with age. |
Ersatz Eye | Yes | Replaces a missing eye, can only be removed by you. Functions as a normal eye. |
Hat of Vermin | No | Pull an uncontrolled bat, frog, or rat from the hat. (3 Charges) |
Hat of Wizardry | Yes (Wizard Only) | Spellcasting focus. Use action to attempt to cast any wizard cantrip (1/Day) |
Heward's Handy Spice Pouch | No | Summon a pinch of any seasoning, enough for 1 meal. (10 Charges) |
Horn of Silent Alarm | No | Blow horn to cause only one creature within 600 feet to hear the horn. (4 Charges) |
Instrument of Illusions | Yes | While playing, create illusory images within a 5 foot radius (15 foot radius if you're a bard). |
Instrument of Scribing | Yes | While playing, write a short message on a surface. (3 Charges) |
Lock of Trickery | No | DC 15 lock (comes with a key) with disadvantage on all Dexterity checks made to pick it. |
Moon-Touched Sword | No | Glows in the dark. 15 foot radius bright light, 15 feet dim light beyond. |
Mystery Key | No | 5% chance to unlock any lock. Vanishes after being successfully used. |
Orb of Direction | No | Use action to determine which way is north. (Material Plane only.) |
Orb of Time | No | Use action to determine whether it's morning, afternoon, evening, or night. (Material Plane only.) |
Perfume of Bewitching | No | 1 dose. For 1 hour, have advantage on all Charisma checks against humanoids of CR 1 or lower. Creature's don't know they're being influenced by magic. |
Pipe of Smoke Monsters | No | When smoked, use action to exhale smoke in the shape of a creature. |
Pole of Angling | No | 10-foot pole that transforms into a fishing pole with hook, line, and reel at will. |
Pole of Collapsing | No | 10-foot pole that can shrink down to 1 foot. |
Pot of Awakening | No | When a shrub is planted in the pot and tended to for 30 days, transforms into an awakened shrub and breaks the pot. |
Rope of Mending | No | 50-foot coil of rope that can be cut and magically mended back together. |
Ruby of the Warmage | Yes (Spellcaster Only) | Can be attached to a weapon, allowing it to be used as a spellcasting focus. |
Shield of Expression | No | A shield with a face. Use bonus action to change the expression of the face. |
Smoldering Armor | No | Harmless smoke rises from the armor. |
Staff of Adornment | No | A staff that can float up to three 1 pound objects above its tip. |
Staff of Birdcalls | No | Use action to cause the staff to create one of a variety of birdcalls. (10 Charges) |
Staff of Flowers | No | Use action to cause staff to produce a flower of your choice from a patch of dirt within 5 feet. (10 Charges) |
Talking Doll | Yes | Progam up to six short phrases (up to 6 words each) into the doll, which are repeated when a condition is met. |
Tankard of Sobriety | No | Alcoholic beverages drunk from the tankard do not make you inebriated. Doesn't effect magical liquids or harmful substances such as poison. |
Unbreakable Arrow | No | Can't be broken. |
Veteran's Cane | No | Cane that transforms into a sword. Once. |
Walloping Ammunition | No | Creatures hit make a DC 10 Strength save, falling prone on a failure. |
Wand of Conducting | No | Use action create orchestral music while waving the wand. (3 Charges) |
Wand of Pyrotechnics | No | Create a burst of light up to 60 feet away, crackling audibly from up to 300 feet away. (7 Charges) |
Wand of Scowls | No | Targeted humanoid makes a DC 10 Charisma save, scowling for 1 minute on a failure. (3 Charges) |
Wand of Smiles | No | Targeted humanoid makes DC 10 Charisma save, smiling for 1 minute on a failure. (3 Charges) |
Tasha's Cauldron of Everything | ||
Illuminator's Tattoo | Yes | Can write with your fingertip as if it were a pen. Can cause 1 page of writing to become invisible to all except yourself and one creature you choose for 24 hours. (1/Day) |
Masquerade Tattoo | Yes | Can change the appearance to the tattoo as a bonus action. Can cast Disguise Self (DC 13 to discern). (1/Day) |
Spellwrought Tattoo (Cantrip or 1st Level) | No | Cast a spell stored within the tattoo (Ability Mod +3, Save DC 13, Attack Bonus +5). Tattoo then disappears. |
Here's my personal highlights from this table:
- Chest of Preserving: While its dimensions are a bit cumbersome, it's helpful to have a cooler when you really need it.
- Clockwork Amulet: Being able to take 10 on an attack roll once per day is practically a guaranteed hit at higher levels.
- Lantern of Tracking: While normally a lantern of tracking can only ever track one creature type, as an infusion, you simply need to create a new one at the end of your long rest, thus allowing you much more versatility with the lantern than normal.
- Masque Charm: Free 6-hour disguise self, just make a new one the next day!
- Medals of Merit: The Medals of Merit from Call of the Netherdeep are a bit stronger than typical for uncommon items because they're single use. But by being able to replicate it each day, they become much more useful!
- Perfume of Bewitching: Normally a one-use item, an Artificer is able to make a new dose each day. Useful for haggling during your shopping trips!
- Pot of Awakening: One of the more well known uses of Infusions, make an army of shrubs one month at a time!
- Shiftweave: Useful for changelings needing additional outfits to help with their natural shapeshifting ability, and is overall good for social scenarios.
- Spellwrought Tattoo: Thanks to vague rules about replicating it, you may be able to choose a different spell each time you make this tattoo, and the spell doesn't even need to be on your spell list! YMMV of course, a conservative ruling may limit to a single spell per infusion choice, and only spells from your Artificer spell list. Ask your DM before choosing this tattoo!
- Vox Seeker: Admittedly not the most effective, but can cause havoc when unleashed on a crowd of low hp enemies like goblins. I also like that this allows a battle smith to have 3 construct companions, along with the steel defender and the homunculus servant. Remember to be silent around it, otherwise it'll attack you!
As of the Artificer's re-release in Tasha's Cauldron of Everything, the Replicate Magic Item infusion now allows artificers to replicate any common magic item (sans potions and scrolls), rather than just the ones from Xanathar's Guide. Below I have made a list of all common magic items that appear in official adventures, settings, and source books. Note, of course, that some items make for better infusions than others.
The cable's USB connection allows for versatile charging, as it can be connected to a computer, laptop, power bank, or any other device with a USB port. This provides flexibility and convenience, allowing users to charge their clipper anywhere and anytime. It is important to note that the charging cable for the Wahl Magic Clip cordless clipper is specifically designed for this model and may not be compatible with other Wahl clippers or devices. It is always recommended to use the original charging cable that comes with the clipper to avoid any compatibility issues or potential damage to the clipper's battery. In conclusion, the charging cable for the Wahl Magic Clip cordless clipper is an essential accessory that ensures the clipper is always ready for use. It is made with high-quality materials, features a standard USB connection, and is designed specifically for the Wahl Magic Clip cordless clipper. With this charging cable, users can conveniently recharge the clipper's battery and enjoy its versatility and convenience..
Reviews for "The Ultimate Charging Cable for Wahl Magic Clip Cordless Clipper: A Must-Have Accessory"
- John - 2 stars - I was extremely disappointed with the charging cable for the Wahl Magic Clip cordless clipper. First of all, the cable itself was very flimsy and easily bent. I had to be extremely careful while using it, as I was afraid it would break easily. Secondly, the charging time was ridiculously long. It took hours for the clipper to fully charge, which was highly inconvenient for someone who is always on the go. Overall, I do not recommend this charging cable for the Wahl Magic Clip as it is poorly made and inefficient.
- Sarah - 1 star - The charging cable for the Wahl Magic Clip cordless clipper is a complete waste of money. The cable I received was faulty and would only work intermittently. I had to constantly jiggle it and find the right angle for it to charge my clipper. This was extremely frustrating and time-consuming. Additionally, the quality of the cable itself was very poor. It felt cheap and flimsy, and I don't expect it to last very long. Save your money and invest in a better charging cable for your Wahl Magic Clip as this one simply does not meet expectations.
- Mike - 2 stars - I have been using the Wahl Magic Clip cordless clipper for a while now, and I have to say, the charging cable is a major disappointment. The cable is too short, making it difficult to charge my clipper unless I am sitting extremely close to an outlet. Additionally, the cable seems poorly made and I have encountered issues with it not fitting securely in the charging port. It often falls out or disconnects while I am in the middle of clipping my hair, which is incredibly frustrating. I would not recommend this charging cable for the Wahl Magic Clip, as it is more of a hassle than a convenience.