Enhancing Spell Accuracy with the Enchanted Looking Glass of Spells in Dungeons & Dragons 5e

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The Enchanted Looking Glass of Spells is a unique item in the 5th edition of Dungeons and Dragons. It is an ancient artifact that holds incredible power and allows the user to access and cast a wide variety of spells. This magical looking glass is made of a special crystal that has been infused with the essence of arcane magic. When activated, the glass illuminates with a soft, ethereal glow, and the user can see a reflection of the spellbook in the glass. The user can then select a spell from the spellbook and cast it by simply speaking the incantation aloud. The Enchanted Looking Glass of Spells can be a game-changer for spellcasters, as it eliminates the need for them to carry their entire spellbook with them at all times.


The Investigator background grants the player a magnifying glass in their starting equipment. The item's details mention starting a fire in broad daylight, and have the following added:

None of these sounds as if you could do them better by looking at a creature through a magnifying glass, unless the creature was a diminuitive tiny one that you could not otherwise see clearly, so in nearly all cases it will not help on Insight. If it is a magic item or some other magic-imbued object, you learn its properties - you do not even have to look at the object or creature for it to work.

Enchanted Looking Glass of Spells 5e

The Enchanted Looking Glass of Spells can be a game-changer for spellcasters, as it eliminates the need for them to carry their entire spellbook with them at all times. Instead, they can simply carry the looking glass and access any spell they need. This makes it incredibly convenient for adventurers who are constantly on the go and need to be able to cast spells at a moment's notice.

Schools of Magic dungeon traps (looking for suggestions as well!)

Hey guys, I'm running a game in an abandoned school of wizardry and I'm setting up a series of rooms that were part of the graduation process for students (a group of 4th-5th level of so students). There are puzzle rooms for each school of magic and are meant to be more or less non-lethal, but can injure. For those interested its for the Forgotten Realms campaign and is a Narfelli school, that trained many demon-binders, thus their prominence in some of the traps.

Anyway, I'd love feedback, new ideas, edits, anything. Its still a work in progress and I'm not at all happy with the Enchantment one and I hadn't done the Conjuration one yet.

Abjuration: At the center of this room is an iron vat filled with a roaring fire (no obvious fuel) and a bronze key can be seen glittering at the bottom of it, additionally the door leading out of the room is covered in ice.
Clue: Turn your enemy into your ally.
Problem: Getting the key will cause severe burns and the keyhole is completely frozen over.
Solution: There are several ways to resolve this, but the easiest would be to cast the Absorb Elements spell (1st level), "You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends", grab the key out of the fire, then go over to the door and release d6 points of fire damage on the keyhole, thawing it out.

Conjuration: ?

Divination: The room has a marble font filled with water.
Clue: Though the choices are many, magic often shows us the way.
Problem: The door leading out of this room has a hundred keyholes and the key is nowhere to be found.
Solution: Detect Magic: The glass key, which has the same refraction index as the water in the font, glows with divination magic and the locks glow with a variety of schools, but only one keyhole glows with divination magic as well.

Enchantment: A large demonic statue holds out a hand, a bronze key gripped in its fist.
Clue: Only those of perfect stillness will be awarded the key.
Problem: Statue does not release the key.
Solution: Hold Person on the person next to the demon.

Evocation: Atop a pedestal is a small chest covered in demon-scale.
Clue: Know the weakness of those you seek to control, lest they turn on you.
Problem: The demon-scale chest has no keyhole, hinges, or any opening. Attacks on the chest cause the chest to spew out a cloud of poison to all adjacent to it.
Solution: Acid, Force, Psychic, or Radiant damage destroys the demon-scale, revealing the key inside.

Illusion: One wall of this room is a mirror.
Clue: Lies and facades are tools: use them rather than be used by them.
Problem: No key is found in this room, but the reflection of the PCs have demonic features on them: glowing eyes, stunted limbs, a puss-filled eye, etc. Additionally, the reflection shows each of the PCs carrying a key on a leather thong around their neck.
Solution: Disguise Self too look like the reflection causes the key to appear on their necks.

Necromancy: Floating in the center of this room is a sharp looking knife.
Clue: The knife that does not draw our blood, bends to our will.
Problem: No key is found in the room.
Solution: False Life or any magical temporary hit points, that allows the person to cut themselves with the blade without causing injury to their primary hit points, causes the blade to fall apart, revealing the key within.

Transmutation: High on the ceiling of the room is a large round hole, which is filled with water, that seems to defy gravity. “Floating” on the surface of the water are delicate glass orbs. One has a stopper and an iron key is within, but the other orbs are filled with blue-white crystals. Deeper in the water, at the top of the water-filled chamber is a small keyhole.
Clue: Changes in your environment, might require a change in you.
Problem: A reverse gravity directly under the hole will cause anyone moving there to shoot up to the water, shattering the crystal-filled orbs, causing them to explode, freezing the water and damaging the PCs.
Solution: There are several potential solutions, but the simplest would be casting Feather Falling and falling into the water slowly enough as to not shatter the globes, allowing the PC to grab the key and “sink” up to the keyhole.

Necromancy: Floating in the center of this room is a sharp looking knife.
Clue: The knife that does not draw our blood, bends to our will.
Problem: No key is found in the room.
Solution: False Life or any magical temporary hit points, that allows the person to cut themselves with the blade without causing injury to their primary hit points, causes the blade to fall apart, revealing the key within.
Enchanted looking glass of spells 5e

Additionally, the Enchanted Looking Glass of Spells can also be used by non-spellcasters. While they may not be able to cast spells themselves, they can use the looking glass to grant themselves temporary magical abilities. However, the Enchanted Looking Glass of Spells does have its limitations. It can only hold a limited number of spells at a time, and the user must spend time studying and preparing the spells they wish to access with the looking glass. Additionally, the looking glass requires a certain amount of magical energy to function, and will only work for a certain number of uses before it needs to be recharged. Overall, the Enchanted Looking Glass of Spells is a powerful and versatile tool that can greatly enhance the abilities of spellcasters and non-spellcasters alike in the world of Dungeons and Dragons 5th edition. Its ability to grant access to a wide variety of spells in a compact and convenient form makes it an invaluable asset for any adventurer..

Reviews for "Enhancing Spell Preparation with the Enchanted Looking Glass of Spells in Dungeons & Dragons 5e"

1. John - 1 star - The "Enchanted looking glass of spells 5e" was a complete waste of money. The spells included were basic and uninteresting, and the artwork was subpar. The enchantment aspect of the looking glass was also incredibly underwhelming, as it didn't add anything meaningful to my gameplay experience. Save your money and invest in a different spellbook with more engaging content.
2. Sarah - 2 stars - I was really excited to try out the "Enchanted looking glass of spells 5e", but it fell short of my expectations. The spells provided were mostly low-level and already commonly known. The enchantment feature, which was supposed to enhance the spells, hardly made a noticeable difference in gameplay. Overall, I felt let down by the lack of creativity and added value this product offered. I would recommend looking for alternative spellbooks that provide a more exciting and unique magical experience.
3. Michael - 2 stars - The "Enchanted looking glass of spells 5e" didn't live up to its fascinating concept. While the enchanted mirror was an interesting addition, the spells themselves were lackluster. Many of them felt like rehashes of spells already available in the core rulebooks, and there was a distinct lack of originality. Additionally, the layout and organization of the book were confusing, making it difficult to navigate and find the spells I wanted. I was hoping for a fresh take on spellcasting, but unfortunately, this product didn't deliver.
4. Emily - 1 star - I was extremely disappointed in the "Enchanted looking glass of spells 5e". The spells included were uninspiring and provided nothing new to the game. The enchantment aspect, which should have been the highlight of the book, was incredibly underwhelming. The mirror's effects were negligible, and it felt like a gimmick rather than a meaningful addition. I regretted purchasing this product and would not recommend it to other players looking for exciting and innovative spells.

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