Tag: Miscellaneous Magic

  • 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

  • Sword and Star of Kold-Robi

    Author’s Note: I had planned the Sword & Star as an artifact for Susafras, my brother’s Elven fighter/mage. Again, I can’t remember the details, but if I recall correctly I realized the combination proved FAR too powerful and would upset game balance. So the Sword & Star went into history instead of PC hands.

    In their place Susafras gained Kith-Kanae, which means Wyrm Slayer in old Elven. Somewhere I have the write-up on Kith-Kanae, but it’s essentially a long sword made from one of the fangs of a great wyrm in antiquity — imagine a wyrm with a 3′ plus fangs, if you will!

    I can’t find my index card with Kith-Kanae’s abilities — it may be that it’s in a box in my brother’s attic. One of these days I’ll prevail upon him to dig it out …


    In ages past the Elven fighter-mage Kold-Robi obtained from the demon lord Jxtl a pair of artifacts of great power. Weakened by the loss of these items Jxtl later lost a great battle and was imprisoned by the Archmage Ignatz. He later fought his way free and was forced to remain on his own plane for many centuries. Kold-Robi felt himself safe from the revenge and influence of the demon lord and rule a small kingdom for many decades.

    Kold-Robi had not reckoned with the undead mind of the Arch-Lich Benra Sal Kee. From afar the lich watched the prosperity and happiness of the Elven kingdom; hatred and envy grew. Finally Benra Sal Kee, with a horde of evil and undead creatures, attacked. The countryside was laid waste and peasants were kills by the hundred, bolstering Benra Sal Kee’s army with new conscripts. Siege was levied upon the castle of Kold-Robi. Help was sent for but did not arrive in time to save the valiant defenders. The day before help arrived the castle fell, only a handful survived. Legends tell of the terrible battle between the two powerful spell casters, one Elven and one undead.

    The body of the mighty king was recovered, but not so his Sword and Star.

    Enraged by the slaughter the reinforcements carved the army of Benra Sal Kee to pieces. No quarter was offered even to the non-undead members of that army.

    Benra Sal Kee was tracked back to his lair and was believed destroyed. But the Sword and Star were never recovered.

    Stories persist that the Sword turns up from time to time, but no reliable sightings have ever occurred. Legends state that anyone can use the sword, but it’s full powers are available only to fighter-mages of Lawful alignment.

    The location of the Star is shrouded in mystery. Learned sages believe that Benra Sal Kee still exists and that the Star is in his possession.


    The Sword of Kold-Robi is a Long Sword +5 with Vorpal ability. It also has the following powers which are activated by the mental command of the possessor if the possessor is a fighter-mage:

    • 12 die Cone of Cold once per day, +1 on each die of damage, saves at -1
    • li>12 die Fireball once per day, +1 on each die of damage, saves at -1

    • Cure Critical Wounds 4 times per day, +1 on each die
    • Feather Fall at need

    There are two banes: All possessor saving throws are at -1, and none of the powers will work upon a lich or within 20′ of one, including the Prime power:

    One 24 HD Elemental can be conjured once per day. The conjuring takes 1 full round to accomplish and can be whatever type the summoner choose. The elemental has 192 hit points and is AC 0. It has two attacks per round for the same damage as an elemental of its type. It will cooperate fully with the summoner.

    Upon use of this power the user will age 3d10 years and the magic will be drained from one randomly determined item within 30′. If there is no other magic item within range the user will be aged a further 3d10 years.

    There is a 3% cumulative chance per use that the owner will be charmed by the Sword. A charmed person will not permit the Sword from his possession and will fight with no other weapon except where a dagger or hammer is necessary. In addition, the owner will attack any lich on sight and will fight until the lich is dead.

    The Sword has an intelligence of 21 and an Ego of 27. If the personality scores of the owner can overweigh that of the Sword the charm can be negated.

    The Star is a 7-pointed star 5 inches in diameter. At each point is a 5,000 gp ruby and embedded in the center is a diamond of 15,000 gp value. The Star and the chain it hangs on are made of platinum, and as a piece of jewelry it is valued at 100,000 gp. As an artifact it is worth well over 200,000 gp, as is the Sword.

    The following powers activate automatically:

    • Absorb up to 51 points of Magic Missile damage per day
    • Absorb up to 3 energy level drains or death rays per day
    • Saving throws are gained against spells that do not normally allow them (see Scarab of Protection)

    The following powers are activated by touching certain gems in a particular order. The numbers in parenthesis indicate which gems must be touched and in which order, starting with the bottom gem and going clockwise.

    • Teleport Without Error twice per day (1-4-5)
    • Cure Disease at touch at will (2-6-7)
    • Move at 36″ speed for 1 turn once per day (3-5-7)

    The preceding powers require 3 segments to take effect. In addition, there are two banes. The casting of spells that have a verbal component require that the caster shout. The second is that all dogs coming within 20′ will try to urinate on the possessor’s legs.

    The prime power of the Star is a Time Stop at 30th level spell use. This power takes 5 segments to activate. There is a 3% cumulative chance per use, maximizing at 24%, that the user will be Disintegrated at the completion of the Time Stop (1-3-5-7-2-4-6-D).

    The Star has an intelligence of 21 and an Ego of 22. If it is possessed by the same person as the Sword it will reinforce the charm.

    That the Sword and Star are a set is of little doubt. In addition to reinforcing the charm of the possessor, a third prime power is gained when both are possessed. Once per day the user may invoke a double-strength Power Word Kill, activated by placing the hilt of the Sword against the diamond of the Star. Regardless of the effect of the spell, the user must save vs. Death Magic or be killed.

  • Rod of Seven Parts

    Author’s Note: The search for the Rod of Seven Parts kept my first campaign VERY busy for about 6 months real time. Originally, I planned to let one of the characters keep it, but decided, after much consideration, that the Rod was FAR too much for a character to have. So Ptah got the rod, trashed his opponents, and generally stopped a major war between the gods. Then he broke the Rod up and scattered it across the multiverse and that was that.

    I later put other artifacts into my campaigns, but these were less powerful and more balanced. In this case the party never got to use the full powers, so it kept things in balance while teaching me a valuable lesson as a DM.


    The Rod of Seven Parts was created by the Wind Mages of Karik for the High King of the Gnomes, Gonklyn. It was a gift to repay a favor done, the details of which were unknown even at the time. The Rod was passed down the line, from father to son, as each in turn grew too old to maintain the throne.

    The Rod was lost during the Sack of the Northern Kingdoms, the High King at that time being Mengon IV. It was buried with him when the city Marnio was destroyed in the cataclysm that marked the end of the Sack, also known as the Wars of Rendelshod.

    The Dwarven Lord Bolo sought and found the Rod in the ruins of the once great city and returned with it to defend his remaining people from a force of Black Elves and Subterranean Orc mercenaries. Bolo returned at the height of the final battle and used the Rod to defeat the enemy forces.

    Upon the end of the battle the Rod of Seven Parts broke up and scattered across the Planes. Since that time different pieces have shown up, but quickly disappeared back into obscurity.

    No two sections of the Rod were ever joined until the Lord-Mage Susafras led the Council of Rendelshod across the Planes in finding the pieces. He gave the Rod to his patron deity Ptah, who used it to end a major war between the Gods. Upon using it thus the Rod broke up and is again scattered across the Planes.


    Part

    Powers

    1 & 2 touch kills any plant or plant like creature, no saving throw
    2 & 3 possessor immune to Charm and Hold spells
    3 & 4 cast Audible Glamour 3 times per day
    4 & 5 cast Lightning Bolt twice per day (at level of holder)
    5 & 6 cast Wall of Fire 2 times per day
    6 & 7 cast Fireball twice per day (at level of holder)

    The possession of any part causes the possessor to eat 6 times normal amount.

    When all parts are joined the following powers and effects are gained:

    • Cast Levitate 3 times per day
    • Cast Hold on any creature once per day
    • Possessor’s hair turns bright blue
    • Possessor gets acne on face

    In addition, the following prime powers are gained:

    • Magic resistance of 40%, which adds onto any existing magic resistance. Duration is 1 turn and can be used once per day.
    • Total immunity to mental and psionic attacks, having a 1 turn duration, usable once per day.
    • Improves armor class by 5 points whenever held.
    • When used as a quarterstaff, acts as a Staff +6, striking for 10d10 points of damage.
    • All basic powers are available at will, and the holder can use any one each round.

    Whenever a prime power is used all friendly creatures within 20′ radius suffer 2d8 points of damage, and there is a 15% chance that the Rod will break up and scatter.

  • Nine Steel Horns of Valhalla

    Author’s Note: I cannot remember what I intended to do with this. It may be that this was simply my first stab at creating artifacts and that having completed my fit of creativity, I shelved it. I’m guessing this was my first stab at creating an artifact, as the bane for using one of a differing alignment is over the top.

    I recall fleshing out the Neutral horn, but lost the description.

    The real value of this one to me, at the current time, is the history of the horns as those NPCs were important figures in their times.


    In the distant past, long before the Sack of the Northern Kingdoms, nine horns were fashioned of the finest steel by the greatest of the Dwarven smiths, Gallahend. The human Archmage Tuamin enchanted each of these horns into the most powerful of all the Horns of Valhalla. Nine warriors of Neutral alignment were each given a horn to better balance the effects of Law and Chaos, and of Evil and Good.

    For centuries this quest carried on, each Horn passing from father to son as each warrior was slain or grew too old to continue. Sadly, with the passage of time the descendants of the original nine lost the zeal that their forefathers possessed. They drifted apart and the belief of Neutrality became muddled.

    Eventually the Horns shifted and each became aligned to one of the nine ethos. During the Sack of the Northern Kingdoms they passed out of knowledge and were lost. From time to time one turns up, and it is believed that eight of the Horns bear heavy banes, although the single horn still aligned with Neutrality is said to be a greatly desired item.


    Each Horn can only be possessed by a warrior of the same ethos as that of the Horn. Any creatures of any other alignment attempting to use a Horn will suffer 10d10 points of damage, will be Feebleminded, and must save vs. Magic or lose 1d8 levels.

    Each Horn is capable of summoning, once per month, a berserk Lord of 13th level, having 102 hit points, 18/00 strength, 18 in all other statistics. Each wears Plate Mail +3, carries a Shield +3, and wields a Broadsword of Defending +5. Once summoned a berserker remains for 13 rounds or until slain. When the berserker’s duration ends through time or death, he fades away along with all items he arrived with.

    The Neutral Horn has the following powers/effects:

    • 3x I
    • 1x III
    • 1x V
    • 1x VI

    The other eight Horns have the following powers/effects:

    • 3x I
    • 2x III
    • 1x IV
    • 1x V
    • 1x VI