Category: Magic Items

new magic items to enhance campaigns

  • Bead of Misdirection

    updated 01/25/2022

    Bead of Misdirection

    This crystal ball is about 2 inches in diameter, and if examined closely a smoky smudge can be seen in the center. If thrown forcefully against a hard surface, it will shatter, releasing a burst of blinding light and a puff of grey smoke.

    All creatures except the bearer within 40′ which are looking at the bead when it shatters must save vs. paralyzation or be blinded for 1 round. Creatures looking directly at the bead must save at -3. In twilight situations the saving throw is worsened by 2, and if in near darkness the save is at an additional -4 and the blindness lasts 2 rounds.

    The puff of smoke lasts but a round and hides any creature within 3′ of the site of the explosion for the duration.

    This item is typically used for escape, to blind and misdirect the bearer’s foes for just long enough to effect an escape. It can certainly be used for other purposes.

    GP value 500

    XP value 100


    copyright 2025 Bryan Fazekas

  • Glarck’s Remote Spell Books

    Glarck’s Remote Spell Books

    by Bryan Fazekas, published in Footprints

    One of a traveling magic-user’s greatest difficulties is carrying spell books. By their nature spell books are heavy, and magic-users of any significant experience require numerous books. The books are also extremely valuable, subject to damage or theft. During his long life the arch-mage Glarck tried many solutions to this problem, including:

    • Books stored at an inn [had to travel back to the inn to memorize spells, and had them stolen once].
    • Books packed on a donkey [worked fine until a troll killed and ate the donkey, Glarck could not carry the books].
    • Books packed in a Bag of Holding [worked fine until the Bag was destroyed by an enemy Fireball, spraying his books across the Astral Plane].

    The arch-mage produced lower weight traveling books that held a reduced number of spells. While that helped reduce the weight problem, it did not eliminate it. As an arch-mage he still required a lot of books, more than he could easily carry in a pack.

    Glarck tried scrying his books using various spells and magic items, and while he could see the books, he had to have someone open the books and turn pages, and a way to communicate with that person. His path seemed fruitless, but he persevered, and after decades of experimentation he successfully produced the first Remote Spell Book.

    Remote Spell Books resemble good quality standard spell books. They are of typical size (12″x8″) and have covers that are heavier than is typical, mostly dragon hide or similar material. Each book is bound to a translucent gem which resembles those used as a Gem of True Seeing. The gem detects as magical and most who look through the gem see whatever is on the other side, although the view is obscured by the translucency of the gem.

    Magic-users looking through the gem see something different – they see the pages of the spell book the gem is bound to. By concentrating upon the book, the magic-user can view any page in the book and may memorize spells from it exactly as if the book was in front of him. The book does not need to be open – the magic of the gem allows viewing of any and all pages, one at a time, within the closed book. This functions across any distance as long as the gem and spell book are on the same plane. If on different planes the gem appears cloudy to the magic-user and nothing can be seen.

    The book and gem are bound tightly together; when holding the gem and concentrating on the book, a magic-user will know the direction in which the book lies, and by a subtle vibration will be able to gauge roughly how close the book is, although once within a mile of the book the magic-user will be unable to discriminate any further. Triangulation will be required to actually locate the book. If a magic-user possesses the book but not the gem? When holding the book and concentrating on the gem, the magic-user will get a similar feel, knowing the direction of the gem and by vibration roughly how far away it is. In either case the magic-user must concentrate on the missing item – this will not happen accidentally. If the book and gem are on different planes, the magic-user will feel disoriented when concentrating and the vibration will feel dissonant.

    During his life Glarck produced more than thirty Remote Spell Books. His personal books were each dedicated to a single spell level, although many of the books he created for others could hold any level of spell. His senior students were believed to have produced nearly a hundred more of the Remote Spell Books, although these were not all of the same quality as the originals.

    After his death Glarck’s personal books were never discovered, nor were the gems bound to those books. His notes regarding the secret of manufacturing the books was never found, and the records of his students are fragmented and incomplete.

    The books he produced for others and the books of his students crop up from time to time, although as a general rule any wizard fortunate enough to acquire one of these books does not brag of it. Those that have spoken out have spent a large part of their time defending their property from thieves.

    Each book has 30 to 120 (10d10+20) pages. Typically, a spell requires one page per spell level to record it, so a 9th level spell consumes 9 pages. Books generally have 10 to 40% of the pages blank, while the filled pages list spells valued by adventuring wizards. Glarck’s 9th level spell book is reputed to be more than 400 pages, a massive tome.

    Adding or removing pages from a Remote Spell Book breaks the magic binding the book to its gem. It is believed that the gem can be re-bound to the book, although without Glarck’s original notes the process is unknown.

  • Glarck’s Printing Press

    Glarck’s Printing Press

    by Bryan Fazekas, published in Footprints

    The Archmage Glarck, who for centuries ran the famous wizard’s college that still carries his name, realized early in his career that the main limitations for wizards are the number of spells they can carry in memory, and in the labor required to create scrolls and other magic items that extend their abilities. As owner and manager of the famous college, he also saw a strong need to equip his students with ample spell books.

    Toward that end he spent centuries developing his printing press, dealing with failure after failure but never quitting. Based upon mundane printing presses, he finally produced the Printing Press that also bears his name, and started printing the pages of spell books!

    Unfortunately, printing spell books did little to reduce the time his students required to learn new spells. Even with spells printed for them the study time required was not reduced; no benefit was realized in saving the students the time normally required to hand-write a spell into their books.

    However, the reduced time required to print scrolls proved to be a major time saver. Instead of requiring a wizard to spend 1 day per level of the spell to scribe a scroll, the Press can print spells on scrolls at a rate of 10 minutes per spell level, meaning that first level spells can be printed in ten minutes, second level spells in twenty minutes, etc. The Press requires high quality vellum at a cost of 50 gp per scroll; however, the ink cost is the same (100 gp/spell level) as hand writing, and each spell requires the normal spell components (if any). The wizard operating the Press must be able to cast the spell being printed, and the normal limit of a maximum of seven spells per scroll is unchanged.

    Note that spells cast from a produced scroll are cast at 12th level experience, or the minimum level necessary to cast the spell – whichever is greater.

    Glarck’s original instructions for operating the Press have been lost. Three copies were made by his senior students, although other copies are known to exist. Unfortunately, it is believed that errors exist in the other copies – usage of these flawed instructions will increase the likelihood of errors (see below).

    The greatest problem in using the Press is that it “heats up” with use. There is a cumulative 1% chance per spell level printed that the Press will overheat and stop working. This is checked after each spell is printed. If the Press overheats it requires 3d4 days to cool down, after which it will resume normal function.

    Note that if the Press is allowed to rest unused for twenty-four hours following a normal usage, it will “cool off” and the chance of overheating resets to zero.

    If the Press overheats during the printing of a spell, that spell is ruined, although any spells previously printed on the scroll may be fine. There is a 5% chance per spell level already on the scroll that it will catch fire and burn, e.g., if the Press overheats during the 4th spell and there are already a 1st, 2nd, and 3rd level spell on the scroll, there is a 30% chance [ (1+2+3)*5 ] the scroll will be destroyed.

    The Press, a monstrosity of steel, copper, mithril, and gems is 12′ long, 3′ wide, and 6′ high, weighing at over 1,000 lbs. It can be disassembled into three parts, the base which is 12′ long, 3′ wide, and 3′ high and weighs 500 lbs, and two top pieces each of which is 6′ long, 3′ wide, and 3′ high, weighing 200 and 300 lbs, respectively.

    Each spell to be printed requires a Print Block for each level of the spell, so the Block Set for each spell will have as many Print Blocks as the spell has levels. Each Block Set can be manufactured only by a wizard of at least 12th level who can cast the spell to be inscribed on the Block Set. As with the original Press usage instructions, the location of Glarck’s original manual for Block Set creation is lost, although at least a dozen copies are believed to exist. However, it is unknown how faithful these copies are and it was reported that at least one manual provides incorrect instructions.

    Following a six month course of study in how to make Print Blocks, the wizard requires 1 week per Print Block to fabricate it. The base chance of success for each Print Block is 70%, modified up by the level of the wizard and down by twice the level of the spell. Note that if incorrect instructions are utilized, the base success rate for each print block is reduced to 25%.

    For example, a 12th level magic user creating a block set for a 3rd level Fireball spell must fabricate three Print Blocks. The base chance of success for each is 70% plus 12% for his level, minus 6% for twice the Fireball level, meaning the chance of success is 76%. The DM rolls at the completion of each print block, and in this example a roll of 77% or greater means that Print Block is flawed and must be discarded, and a new one must be created.

    Each Print Block costs a minimum of 1,000 GP to fabricate and this value is lost if the block is flawed. Material components (if any) are part of the fabrication of the last block and if that block is flawed the material components are lost and must be replaced when fabricating a replacement block.

    The Press was fabricated to hold up to twenty-three (23) Print Blocks at a time. Whatever combination of spells that will be cast upon a scroll must require no more than 23 blocks to produce, e.g., a scroll with four 7th level spells could not be produced as that necessitates 28 spell blocks total.

    Glarck carefully protected his Press during the last ten years of his life, utilizing strong magic to defeat numerous attempts to steal it. But as he lay on his death bed, the magics that extended his life exhausted, thieves successfully stole the heavy press and more than 3 dozen block sets. It is believed that two of his apprentices betrayed him, but neither survived long as “honor among thieves” is a cruel myth. Bounty hunters who tracked the thieves counted more than 40 dead in the bloody trail behind the Press, but never recovered it.

    In the centuries since the theft, scholars have identified at least seven organizations that at least briefly possessed the device, including three governments, two temples, and two thief or assassin guilds. No organization has possessed it for long, and the bloody trail started during the theft continues. The current whereabouts are unknown, although the Block Sets are occasionally found.

    Several arch-mages have offered up to 100,000 GP for the Press, and it is rumored that even without the Press the block sets have sold for 5,000 GP per Print Block. The operation and block set creation manuals are valued at 10,000 GP each.

  • 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