Author: Bryan Fazekas

  • Shade of Trelhaem

    This NPC was useful just once. He provided the party with important information and set the stage for a follow-on adventure. That “prophesy” thing was FAR too much fun! I may revive this NPC for the current campaign.

    Yes, I borrowed the idea from one of the Shannara books.


    Shade of Trelhaem

    Frequency: unique
    No. App.: 1
    AC: n/a
    Move: n/a
    Hit Dice: n/a
    % in Lair: 100%
    Treasure Type: nil
    No. of Attacks: 0
    Damage/Attack: nil
    Special Attacks: nil
    Special Defenses: nil
    Magic Resistance: nil
    Intelligence: genius
    Alignment: Neutral
    Size: M (6′)

    The last Grand Druid alive when the Wars of Rendelshod came to a close Trelhaem and his followers waged war to prevent the forest known as the Druid’s Keep from being ravished. In the twenty years that the wars lasted he led his people in the wood’s defense, surviving all his peers.

    As the Wars came to an end a great mass of White Elves and other foul creatures marched toward the Druid’s Keep intending to destroy it and the many creatures who found refuge there. This terrible army included many creatures of the Lower Planes that none had ever seen, before or since. Leading this foul army was the White Elf Witch Queen Oclavwa, who was legendary for both her powers of magic and the depth of her depravity.

    A ragtag army marched north from the Druid’s Keep to do battle, willing to give their lives to protect the great wood and it’s defenseless inhabitants. The two forces met 10 miles north of the wood; the savage battle raged for 5 days.

    Badly stricken, the druid led army fell back in a fighting retreat, making their final stand at the City of Marquelom, where the unequal battle raged again.

    At the height of the battle Trelhaem met Oclavwa in personal combat. Trelhaem was as outmatched in this fight as his army was in the overall battle, so defeat appeared certain. Moments from defeat Trelhaem called upon a dark and arcane magic to turn the tide.

    Oclavwa was consumed in a pillar to brilliant white light, and all of her followers were blinded by the light and stricken to the ground. What remained was a slaughter, not a fight, but the small fraction that remained of the defending force used the opportunity to ensure their complete victory. Not one member of that foul army escaped from the Druid’s Keep.

    In the aftermath no trace of Trelhaem was found. He was assumed destroyed by the magic he used to defeat Oclavwa. Five days later, next to the fountain at which he defeated the black witch a shadowy form came to be. The magic Trelhaem used was indeed a very dark one, and it consumed his material body and cursed his spirit to remain at the site for eternity.

    What remained of the city was abandoned, and few visit it to this day. The Shade of Trelhaem converses with visitors and offers much information, but the price of such information is high, and never in terms of worldly goods.

    Anyone who comes before Trelhaem with a question will have a prophesy made. These prophesies always come true, tend to be rather cryptic, and rarely bode good.

  • Kersichay, The Black Wizard

    Kersichay appeared in two of my campaigns, initially in the original Rendelshod campaign as a sage the party consulted a few times. In a later campaign I taught my players how much a mistake it is treat a current character as having the knowledge of other characters from a previous campaign. In this case a 5th level Paladin tried to treat Kersichay in the same fashion the player’s 12th level magic user did — the paladin was FAR too familiar with a very dangerous and unpredictable NPC.

    Kersichay drove a glass dagger into the paladin’s heart and vanished it. The paladin was told that if he further irritated Kersichay the dagger would reappear with quite fatal results. To get the dagger removed the party was required to go on a somewhat strenuous quest.

    Expensive visits to other wizards, clerics, and sages not only determined that they couldn’t remove the dagger, none could even be sure it was there!

    If anyone has read the story “What Good Is A Glass Dagger”, they know the situation. The entire thing was an illusion — there was no glass dagger. ROFL!

    This went on for years of game time, and months of real time. Finally the quest was completed and Kersichay “removed” the dagger and sent the paladin on his way. I later told the party what I did — the jaw dropping action dented the table in several spots. The guy who ran the paladin was *quite* vexed with me and everyone else LOVED the joke!


    Kersichay, The Black Wizard

    Frequency: Unique
    No. App.: 1
    AC: -6
    Move: 120′
    Hit Dice: 25th level magic user
    % in Lair: 95%
    Treasure Type: varies
    No. of Attacks: 1
    Damage/Attack: 1d6+4
    Special Attacks: spells
    Special Defenses: spell resistance
    Magic Resistance: standard
    Intelligence: Very High
    Alignment: Lawful Evil
    Size: M (5′)

    Strength: 12; intelligence; 19; wisdom: 14; Constitution: 16; Dexterity: 16; Charisma: 14; Comeliness 8.

    Kersichay is a human archmage who serves, and has served the demi-god Abuna for over 1,000 year. Because of his faithfulness Kersichay has been granted unusual longevity and special spell abilities. Although less active in recent centuries, he is found most often in his tower in the Mithril Mountains.

    Although not especially skilled in personal combat, Kersichay carries Staff of Lightning +4 and a Dagger +4 with unknown other abilities. He will avoid personal combat, preferring to use spells at a distance, but will not sacrifice his servants just to save his own life.

    Kersichay saves vs. fire, cold, and lightning at +4, taking half damage from all effects. Magic Missiles fail 20% of the time against him, and a successful save vs. Magic indicates that he takes half damage. The side effect of this ability is that he, himself, cannot use the Magic Missile spell.

    In addition to his normal spell complement, Abuna grants Kersichay certain spell abilities usable one per round: Light or Darkness (a), Continual Light or Darkness (4), Tongues (3), True Seeing (1), Insect Plague (1), Heal (3), Control Weather (1), Earthquake (1), and Creeping Doom (1).

    He typically wears Bracers of Defense AC2, a Ring of Protection +4, a Cloak of Protection +4, a Ring of Feather Fall, and 3 Ioun Stones that each store 7 spell levels each.

    Although his servants turn away most visitors, Kersichay is a sage with a major field of Supernatural & Unusual, with minor fields of Flora & Fauna. Because of the length of time spent researching all categories are treated as “special”.

    Kersichay’s prices for information are stiff, and may not always be in the form of goods. He may demand a quest in payment for services. His extensive knowledge and even more extensive library made his services worth the price for unusual or important information.

    Unfortunately Kersichay is known to be moody and sometimes very touchy. Depending on how greatly he is upset or insulted he may simply send the offender away, or may plane shift them into Hell.

    Kersichay has developed special spells for summoning Devils to aid him. Each spell requires 1 segment per spell level to complete. The chance that the summoned devils will be well disposed towards him is equal to 90% minus the hit dice of the creatures.

    Level 6 Spell: summon 3d4 devils of 1 to 4+3 HD

    Level 7 Spell: summon 2d4 devils of 4+4 to 8+3 HD

    Level 8 Spell: summon 1d3 devils of 8+4 to 12+3 HD

    Level 9 Spell: summon 1 devil of 12+4 to 16+3 HD.

  • Ryflorin, Demon Prince

    I invented this one with a need in mind … but he got put on a back burner. I think I was planning a story line involving competing demon lords but can’t remember where I planned to go with it. In any case, it went nowhere.


    Ryflorin

    Demon Prince

    Frequency: unique
    No. App.: 1
    AC: -7
    Move: 120′
    Hit Dice: 127 hp (attacks as 20 HD)
    % in Lair: 25%
    Treasure Type: AU
    No. of Attacks: 3
    Damage/Attack: 1d4+1d6 + 3 (x3)
    Special Attacks: +2 on initiative
    Special Defenses: musk, +2 weapon to hit
    Magic Resistance: 65%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: L (11′ tall)
    Psionic Ability: 207
    Attack/Defense: all/all

    Ryflorin appears as a humanoid of hill giant size. He has the strength of a hill giant, using this to great effect in combat. He fights with a Two Handed Sword +3, although the sword has no additional special abilities. Ryflorin, for all his size and bulk, is very quick, giving him +2 on initiative, which is rolled separately from his retinue.

    When aroused in combat he gives off a very strong musk from his green, scaly skin, which has the effect of a Stinking Cloud in a 25′ radius. Creatures in the area of effect must save each round, and if the save is successful, they fight at -2 to hit.

    He has the following powers usable at will, one per round: Darkness 15′ Radius, Infravision, Dancing Lights, Command, Pyrotechnics, Detect Magic, Detect Illusion, Hold Person, and Fear.

    In addition, Ryflorin has other powers that can be used once per day each, one per round: Power Word Stun, Meteor Swarm, Emotion, Gate 1d2 Type VI demons or1d4+1 Type 2 demons with equal chance for either.

    As is common with Demon Princes, Ryflorin is never encountered alone. There will always be 1d4+2 Type I demons and 1d4+1 Type II demons with him.

    Even among demons Ryflorin is considered a coward. With a great number of servitors against lesser odds he shows great bravery, but against equal odds he quickly runs away leaving his servitors to die in his place rather than risk himself in any way.

    Should he be cornered with no escape possible he will go berserk, blindly attacking any creature in range, friend and foe alike. In this berserk state he acts as if Hasted and his strength increases to that of a fire giant, giving him and additional +3 damage and +4 to hit. For this reason, his servitors fear him, for he is the embodiment of Chaotic Evil.

    Ruling an entire plane of the Abyss, Ryflorin has no allies. He has earned the contempt and distrust of all other Demon Princes and Lords, especially Jxtl and Is’Sel.

  • Reaper

    I invented the Reaper after reading the Elfstones of Shannara. It’s an interesting idea but I’ve never had a group get strong enough to go up against it. Eventually …


    Reaper

    Singular Demon

    Frequency: unique
    No. App.: 1
    AC: -10
    Move: 90′
    Hit Dice: 35 (221 hp)
    % in Lair: nil
    Treasure Type: nil
    No. of Attacks: 2
    Damage/Attack: 4d6, 4d6
    Special Attacks: rending, silent movement/surprise, fear
    Special Defenses: partial spell immunity, +4 weapon to hit, regeneration
    Magic Resistance: 90%
    Intelligence: high
    Alignment: Chaotic Evil
    Size: L (8′)

    The Reaper is the single most dangerous creature known. It surpasses the most powerful demon lords, though it rules no plane. Instead, it wanders. It has only one purpose — to kill any living creature it meets.

    In appearance the Reaper is humanoid, standing 8′ tall. It wears a black robe with a cowl and the only visible parts are the heavily clawed, reptilian feet and large human-like hands, also heavily clawed. The visible skin is scaly and black. The face is unknown as only its victims ever see it, and dead men tell no tales.

    It travels the planes at will, slaying every living creature it meets. Although more than capable of mass combat, it typically meets its victims alone. It has been known to do favors for some demon lords, but its reasons for doing so are as mysterious as itself.

    In combat the Reaper attacks a single character, attacking as a 35 HD monster. If both claws hit and both “to hit” rolls are at least 5 over the minimum necessary to hit the Reapers draws its victim to itself and has the chance of a 15th level assassin’s assassination of shredding and killing its opponent. In this process the Reaper absorbs the life energy from its hapless victim and destruction is permanent.

    One half of the victim’s total hit points will be added to the Reaper’s, healing its damage and possibly temporarily increasing its hit points above its normal maximum. There is no limit to the additional hit points, but the points start fading at a rate of 1 hp per round starting 1 turn after receiving them. In combat against 0 level characters or creatures of less than 1 HD the reaper can destroy 20 per round.

    Once a victim is destroyed the Reaper selects another opponent. If reduced to less than 100 hit points, it will flee through the planes, although once healed it will specially seek those who harmed it.

    The Reaper continually radiates Fear in a 25′ Radius, automatically paralyzing all creatures of 7 HD/levels or less for 2d4+2 rounds. Creatures of higher level get the benefit of a saving throw vs. Fear, failing indicating paralyzation for 1d4+1 rounds. The Reaper’s other powers are Darkness 25′ Radius at will and, Teleport and Plane Shift once each per day.

    Weapons of +4 enchantment are required to harm the reaper. Weapons of +5 or greater enchantment cause full damage, while +4 weapons cause half damage. The Reaper moves in total silence, surprising 1 in 20, and regenerates 1 hp per round.

    Because it is a wanderer with no home, the Reaper may be slain on any plane, although this is not an easy task. But even in death the Reaper gains revenge, for upon death the body begins smoldering. Three rounds after death the body explodes as a 30 die Delayed Blast Fireball. Creatures immune to fire will still take 10d4 points of damage from the blast.

  • Is’Sel, Demon Princess

    Is’Sel has appeared in name in my campaigns — she’s cropped up as Jxtl’s sometimes consort, and dangerous in her own right. I’ve never come up with a good story line that involves her but may do something with demon worshippers that follow her. This, of course, means I’ll need to make up a more detailed mythology for her …


    Is’Sel

    Demon Princess

    Frequency: unique
    No. App.: 1
    AC: -6
    Move: 18o’/24o’ (MC:C)
    Hit Dice: 172 hp (attacks as 25 HD)
    % in Lair: 25%
    Treasure Type: STWX
    No. of Attacks: 4
    Damage/Attack: 1d8 + 11 (x4)
    Special Attacks: disarm opponent on natural 20
    Special Defenses: +2 weapon to hit
    Magic Resistance: 70%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: M (6′)
    Psionic Ability: 210
    Attack/Defense: all/all

    Is’Sel, at first glance, appears to be a 6′ tall human woman, but only at first glance. Upon closer inspection the differences are clear: her skin is pure white as is her hair, and in contrast her eyes are flat, lusterless, black orbs. She rules an entire plane of the Abyss.

    Is’Sel has the strength of a Stone Giant, making 4 attacks her round with the two long swords she carries. On a natural 20 any opponent must save vs. Wands or be disarmed. This is a natural skill, not a magical ability. She typically carries a Long Sword +3 and a Long Sword +3 of Stunning.

    Is’Sel can use the following -powers at will, one per round: Infravision, Darkness 25′ Radius, Detect Good, Hold Person, Silence 15′ Radius, Comprehend Languages, Sleep, Detect Invisible, Detect Illusion, Fear, Spectral Forces, and Confusion.

    The following powers can be each used, one per round, a limited number of times each day: Prismatic Wall (1), Projected Image (1), Maze (1), Phantasmal Killer (1), Improved Invisibility (3), Wall of Force (1), Transmute Rock to Mud (2), Magic Missile (5 die) (1), Symbol of Stunning (1), Symbol of Insanity (1), Command (1), Gate (100% chance of success) 1d6 Chasme (6).

    She is never encountered alone. Accompanying her will be 1d3 Type IV Demons or 3d4 Rutterkins, with equal chance for either. Occasionally (10%) she may be encountered with Jxtl, her only ally, and his retinue.

    She has little fear of mortals, but usually chooses to use servitors to do her fighting. She prefers to stand in the background and use her powers to tip the odds.

  • Jxtl, Demon Prince

     Jxtl was the chief demon in charge — while he didn’t rule the entire Abyss, he was strong enough to control some of the most powerful planes. His allies were among the most powerful demon lords, although alliances among demons are not exactly long lasting!

    I killed him off once, but decided he was only slightly dead and brought him back for a new campaign. Not for them to fight — just a manipulator in the background to make life interesting.

    In my campaign world demon lords are basically demi-gods, possibly verging on lesser gods, so PCs fighting them doesn’t normally happen. But they’re fun to have in background as an enemy the party can’t kill. Gives the party a MUCH needed sense of mortality!

    Before starting a new campaign in 2005, I killed Jxtl off again, this time permanently.


    Jxtl

    Demon Prince

    Frequency: unique
    No. App.: 1
    AC: -3
    Move: 90′ (+60′ hop)
    Hit Dice: 141 hp (attacks as 20 HD)
    % in Lair: 25%
    Treasure Type: RST
    No. of Attacks: 5
    Damage/Attack: 1d4 + acid (x2), 2d4, 3d4 (x2) or by weapon
    Special Attacks: hop for triple damage with claws, surprise on 1-5, acid
    Special Defenses: +2 weapon to hit
    Magic Resistance: 60%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: L (9′ long as toad or 7′ tall as black elf)
    Psionic Ability: 191
    Attack/Defense: all/all

    Jxtl normally appears as a large toad with two 5′ tails. His skin is red mottled with black and is dry like a lizard’s. Sometimes he appears as a Black Elf of great stature, standing 7′ tall.

    In his normal form he attacks with his twin tails for 1d4 points of damage each, and for each hit the creature struck must save vs. Poison or be injected with acid for an additional 1d4+4 points of damage. He also bites for 2d4 points of damage and can claw with his front claws for 3d4 points each.

    In addition to his normal move, he can hop for up to an additional 60′. Unless seen before he hops Jxtl surprised on 1-5 and causes triple damage with his claws, which are his only attack that round.

    In his Black Elf form he fights with a long sword in one hand and a short sword in the other. His great strength gives him +4 to hit and +8 damage. Jxtl always carries a matched pair of swords, each of which causes and additional 3d4 points of damage from acid on all hits that are 5 over his required hit value, and always on a natural 20.

    Jxtl has the following powers available at will and can use one per round: Detect Magic, Know Alignment, Silence 15′ Radius, Charm Person or Monster, Blur, Spectral Forces, and Fear.

    The following powers can be used one each per day, one per round: True Seeing, Symbol of Sleep or Stunning, Radiate Hopelessness 25′ Radius, Magic Missile (9 die missile), Improved Invisibility, Chaos, and Gate 1d6 Chasme or Babau demons.

    Jxtl is never found alone. There will always be 4d6 killer frogs in attendance, and a 50% chance of 1d3 Type III demons. Occasionally (10%) he will be found in the company of Is’Sel, his mistress and only ally, and her retinue.

    Ruling an entire plane in the Abyss, Jxtl is known as the Toad Prince and as the Price of Deception. His word is never to be trusted, and he is an expert in pain and terror, reveling in the torture of innocents. He enjoys magical and biological experimentation, and is responsible for creating some of the most horrific types of demons.

  • Gilmedya

    Gill was just plain fun! She bailed the original campaign party out of a tough situation, in the process she slaughtered a pair of seladaemon, creatures tough enough to give a 10th level party a sense of mortality. THAT convinced the party that they didn’t want to mess with her. It took a fair amount to convince them that she was friendly.

    I revived her for the current campaign (summer 2006). The party doesn’t really understand what she is, only that she’s a daemon and that she bailed them out of a tough spot. They don’t know why she helped them and I’m not filling them in any time soon. Makes for fun when the party is wondering, “Whut thu hell?”.

    Note that Gill was originally statted as a nycadaemon, but I altered her to be a shaxadaemon. It seemed more fitting for her to be one of the Shedim, the five ancient daemon races of my campaign world.


    Gilmedya

    Singular Daemon

    Frequency unique
    No. App. 1
    AC -4
    Move 180′ / 240′ (MC:C)
    Hit Dice 12 (132 hp)
    % in Lair 0%
    Treasure Type Q x10, X
    No. of Attacks 2
    Damage/Attack 2d8, 2d8, or 2x by weapon +8
    Special Attacks as per shaxadaemon
    Special Defenses as per shaxadaemon
    Magic Resistance as per shaxadaemon
    Intelligence genius
    Alignment Neutral (LE tendencies)
    Size L (9′ tall)

    Gilmedya is one of the two most powerful shaxadaemon in existence. She and Ben (real name unknown) are the only two shaxadaemon whose mortal forms have never been slain, so their individual power has never been diminished.

    Note that her use name is “Gill”, and her real name has been known only to a very few wizards whom she had the utmost trust.

    She is a singular daemon in every aspect. Her most significant divergence from her race’s norm is that instead of being Neutral Evil, she is Neutral with Lawful Evil leanings. If she had not hidden her odd tendencies during her formative centuries, she would have been slain out of hand. The Shedim are not known for tolerating divergences from their norm.

    Gill is a mercenary, and while she has unsavory habits (to daemon-kind), her personal prowess with weapons and magic are highly valued, as are her abilities to plan battle campaigns and command mixed troops. While in the pay of various personages of the Lower Planes she has commanded entire armies, and no army she commanded has lost. Gill has no fixed home and is often not welcome on her home plane, due to her personal proclivities, and the fact that most of the remaining powerful shaxadaemon have lost wars to her.

    From a daemon point of view, her most unsavory habit is that she forms friendships with mortals, especially Human and Elven wizards. While in her fifteen eons of existence she has been friendly with many wizards, her closest friends were the Lord-Archmage Kold-Robi and the Lord-Archmage Susafras.

    In addition to her normal shaxadaemon magical abilities, Gill has magic-user abilities at 12th level. She typically carries a set of traveling books with her and is reputed to have hidden books containing all known (and many unknown) magic spells.

    Gill always carries a large Sword +5, with which she deals out 2d6+8 or 3d6+8 points of damage to small-medium and large creatures, respectively. She usually carries a Large Shield +5 which lowers her armor class to -10. In addition, she may carry other magical weapons (including various bows) and 1d4+1 other miscellaneous magic items.

    Bravery and integrity are two things that most impress Gill. She may offer friendship to fighter/magic-users who display both, although for obvious reasons Good characters, especially Chaotic Good ones, may find her friendship too startling to accept.


    Note: Most remaining shaxadaemon are female, with only a handful of males remaining. Sages use the terms “male” and “female” for two of the three daemon sexes, as that is the closest explanation they can make. The third sex, xtzhrlwnvz (ext-zurl-wun-viz) were all killed before the first Wars of Rendelshod, so the Shedim races are slowly dying off as their members die.

  • Giant’s Snowballs

    Giant’s Snowballs

    by Bryan Fazekas, published in & Magazine Issue 8

    These 2′ diameter snowballs detect as magical, and observers will note that they will not melt in above freezing temperatures. When thrown by a being of 21 strength or greater, they detonate on impact in a 20′ radius blast of ice. Any creature struck by the snowball suffers 3d6 points of impact damage. All creatures in the blast radius, including any creature struck, suffer 6d6 point of cold damage, save vs. spells for half.

    These snowballs always detonate when thrown. If the target is missed the DM should track what the missile hits and what creatures are within the blast radius.

    If exposed to temperatures of 70F or greater for 1 turn a snowball detonates.

    GP value 2,500
    XP value 500

  • Gem of Scroll Reading

    Gem of Scroll Reading

    by Bryan Fazekas, published in & Magazine Issue 12

    This small, whitish-translucent gem is greatly sought after by spell casters. The gem is 3 inches wide,1 inch tall, and 1/2 inch thick, with flat bottom and top. It is usable only by spell casters (cleric, druid, magic user, illusionist); if one side is placed against printed matter the gem makes the writing readable as if Comprehend Languages is cast. If placed upon a scroll or other magical writing, it acts as if Read Magic is cast as well.

    Spells on unknown scrolls may be cast by reading through the gems. If the spell is within the caster’s ability (same class, of a level the caster can normally use) the casting time is normal as is the chance of success. If the spell is above the caster’s level there is a 5% chance per level of difference of spell failure, e.g., if a 9th level magic user tries to read a Wish spell (which is available at 18th level) there is a (18 – 9) * 5% = 45% chance of spell failure.

    More startlingly, the caster may attempt to read scroll spells of other classes. The casting time is twice normal and there is a higher chance of spell failure. This chance is 10% + 5%/level of the level required to cast the spell. For example if a magic-user tries to read Cure Light Wounds (clerics gain at 1st level) there is a 10% + (5% * 1) = 15% chance of spell failure. If that magic-user tries to cast Raise Dead (clerics gain at 9th level) there is a 10% + (5% * 9) = 55% chance of spell failure. If there is a failure while reading a spell of a different class, the gem explodes and inflicts 2d4 hp of damage upon the reader, and they must save vs. Paralyzation for be blinded for 6d6 turns.

    GP value 35,000

    XP value 3,000

  • Gems of Explosion

    Gems of Explosion

    by Bryan Fazekas, published in & Magazine Issue 3

    These gems are of 100 gp base value and are noticeable only for the quality of the stone and the cut. They detect as magical and if held for 2 segments will begin to glow with an inner light that illuminates a 5’ radius.

    Once a gem starts glowing it may be accurately thrown up to 60’ and will explode upon impact for 8d6 points of damage of different types (see below). All creatures within 20’ of the impact may save vs. Breath Weapon for half damage.

    There are numerous types of gems – each created from a different base gemstone and each glowing with a characteristic light.

    Gem Type Color / Effect
    Acid This stone is black onyx and the light emitted is similar to a black light. The light will enhance ultravision.
    Cold This stone is chalcedony and glows with a cold white light.
    Fire This gem is carnelian and glows with reddish light, slightly dimmer than a Light spell.
    Lightning This gem is jasper and glows light daylight, although it flickers.
    Pain These rarest gems, bloodstones, inflict pain as well as damage. All in the area must also save vs. Wands or be unable to make any action. A successful save allows the victim to move, but spell casting is impossible and attacks are at -4. The light given off is a sickly reddish hue.
    Detonator This gem is rock crystal that glows with light blue light, and the effect is identical to a Crystal Spray spell. [See Spell Caster’s Paradise on page 60, & Magazine Issue 3]

    Note that if the gem is placed on a surface or in a pocket, within 2 segments it will stop glowing and will no longer explode upon impact. Also note that there is a 1% cumulative chance per time that a gem is activated that it will explode after 3 segments, even if it is not thrown. Thus using a Gem of Explosion as a light source has disadvantages.

    Normally 2d6 gems of various types will be found.

    GP value 1,600

    XP value 400