Crystal and Gem MagicCrystal Magic, also called Gem Magic or Gemstone Magic, is an application of magic involving the use of gemstones. There are two broad types of gem magic: the first type involves attuning gemstones to store or affix spells for subsequent use, and the second type involves tapping into the natural magical properties of different types of gemstones.
Gem Attunement
This form of gem magic is meant to affix a spell to a gemstone for later use. The gem can only be activated—and the spell released—based on some trigger specified by the creator at the time of the gem’s attunement. The trigger can be that the gem is touched, that a certain amount of time has passed since its attunement, or that a certain manner of creature is present or comes near the gem. An attuned gem can detect and trigger based on a creature’s type, alignment, race, or appearance, but generally can not detect the relative skill sets or strength of a creature. Regardless of the prespecified trigger, the crafter of the attuned gem can freely handle the stone or even cause the spell to release prematurely if so desired.
These gems can also be attached to other items, in which case their triggering can cause the stored spell to affect or empower that item. When affixed to doors or other large objects, the gems can serve as traps. When affixed to weapons or other pieces of equipment, the gems can provide instant enhancements to the item or protections to its wielder. A common application is to create a gem ward which provides emergency protective spells in response to a nearby enemy. Common wards are empowered with protection from evil, feather fall, protection from arrows or stoneskin for example.
A practitioner of gem magic generally has to be trained in both gemcutting and arcane spellcasting along with Psionic ability. To attune a gem, the creator has to spend at least an hour meditating with the crystal or Gem while casting the spell into the gem. More powerful spells require bigger and more valuable gems, with the weakest spells needing a stone with a value of at least 50 gold pieces while the most powerful spells could require a gem valued at 450 gold pieces.
As a general rule, gems can only be attuned with arcane spells, although some deities are known to grant their mystic wanderers the power to attune gems with divine magic as well.
History
This form of gem magic was practiced in ancient times, where so-called "gem masters" created attuned gems and would sometimes embed them as traps in tombs and the like.
After the Elf/Dwarf Wars, during the age of purification, the secrets of the creation of attuned gems had been lost for a time. When such gems were recovered from ancient treasure vaults, they would often release their stored spells unexpectedly before crumbling to dust in treasure hunter's hands. Although the practice of attuning gems had been forgotten, a somewhat similar practice of using gems to create focal stones endured as part of the practice of enchanting an item. Practitioners used the focal stone spell to affix enchantments and spells into gemstones to be subsequently transferred into a magic item using the dweomerflow spell. However, these focal stones could also release their spells if crushed or otherwise destroyed.
Some 1000 years after the Elf/Dwarf Wars, the practice of attuning gems and creating gem wards had been rediscovered, and some gods were known to grant the power of gem attunement to their more free-spirited followers.
Later that same century, the some Drow practiced a similar form of magic in which they created spell gems that could store a single spell and then release that spell at the command of the gem's wielder. The means behind their creation was a closely guarded secret.
Natural Gem Magic
Many gems, whether precious, semi-precious, or otherwise are known to have potent magical abilities, either on their own or when used properly in the casting of spells or creation of magic items, potions, etc. The innate magical properties of gemstones are sometimes unclear, and with only a few exceptions, it was not possible to access a gem's natural magic without the proper knowledge. Other times, gems can be worn by an individual to gain certain magical benefits, although this often requires the gem to maintain contact with the wearer's skin. Furthermore, harnessing natural gem magic is known to be imprecise, and will often yield "flawed" results, in much the same ways that gemstones themselves can be flawed.
The ancient Elves used chrysoberyl to make audio recordings of everything from warnings to instructions to motivational speeches. They also made use of azurite charms to protect themselves from burns in their kitchens. They were also known to make use of innate gem magic. They would wear tremair stones sown into their clothes, offering them protection from curses, coral was used for its healing properties, Furniture was sometimes inlaid with boakhar to take advantage of its ability to shoot bursts of fire, and rituals were performed with aquamarine to duplicate other gemstones. They also used Laeral's tears to bolster the toughness of their warriors and experimented with thuparlial to try to empower fire-based spells.
Other gems were wrongly believed to have properties that they did not, such as amber, rogue stone, soapstone and Tiger eye agate. Some gems from were believed to be quite magically potent namely Shou Lung amethysts, emeralds, and topazes, however Otaran scholars were unable to ascertain their true properties.
A form of this gem magic is practiced in the creation of Crystal Ships, Palaces and Gemstone Golems which leverage the natural magics of rubies, emeralds, and diamonds to imbue the constructs with potent abilities.
Gemstone Properties
Stones come in seven rough categories, each one in general more valuable than the next:
- Hardstones
- Ornamental stones
- Semiprecious stones
- Fancy stones
- Precious stones
- Gems
- Jewels
Known gemstones magic affinities included:
- Agni Mani: This black, irregularly shaped glasslike ornamental stone has fallen from the sky in meteoritic form to crash among the sands of many Otaran deserts. It is used in garments and the crafting of magical items because in all blasts (such as the explosions caused by fireballs and beads of force), agni manis is vaporized but protect beings wearing or carrying them by negating 1d4 points of damage per agni mani stone.
- Alabaster: Alabaster is the white, finely textured, but brittle, form of gypsum (plaster). This hardstone is used ornamentally in the interiors of buildings in the Realms and is sometimes carved into containers and vessels of a delicate, decorative, but practical nature, such as vases and perfume and cosmetic jars (though such container are notoriously fragile). Used form into vessels that are impervious to moisture and evaporation, and so often used as a container for potions, unguents, and ointments.
- Alestone: Brown to yellowish brown, the hues of old ales, ale- stone is named for its color. More properly called clinozoisite, this semiprecious stone is found in crystals and cut into faceted gemstones of handsome appearance. It is also known to some adventurers as a "scatterer" because it can deflect solid objects that approach it very quickly (such as fired arrows, slung stones, and other hurled items). This forces any being trying to catch or snatch up an alestone to make a successful P.P. ability check to perform the desired action and also increases the effective Armor Rating of a being wearing or carrying an alestone on the side from which a projectile attack) is coming from. Increasing the amount of alestone does not further augment this protection.
- Alexandrite
A greenish form of chrysoberyl which appears reddish under nonnatural light, including wizard's light spells, alexandrite is a transparent fancy stone usually cut into facets and mounted as a pendant or in earrings. Alexandrites are favored for focal use in any items of magic that confer good luck, favor, or protection, such as luckstones, though many are used for lode stones as well.
- Algae: Algae is a quartz ornamental stone that is covered with rich, dark brown, wavy patterns. It is sliced and used for inlay in belts, baldrics, or furniture or cabochon cut (polished glassy smooth and curved, without facets), and polished to bring forth the pattern. Algae resists changes in shape or state, and all beings or items wearing or otherwise in contact with any algae make saving throws against polymorph or shape-changing spells, spell-like powers, similar psionic sciences or devotions at a +2 bonus; they must save even if they are willing to be transformed.
- Amaratha: Also known as shieldstone, amaratha is a soft, greenish white or very pale green, sparkling type of jewel. It is unique to the Realms and is found in the form of small lumps or nodules in deep rock strata. It is most often found in exposed canyon walls or in the Underdark. When cut and polished, such nodules usually yield a dozen or more 1-inch-diameter smooth spheres (the base-price, most common amaratha stone). Amaratha is too soft and easily chipped or shattered to wear well in exposed settings such as rings, the tops of staves, or the peaks of ornamented helms, but it serves magnificently as a gemstone set in pieces of personal jewelry, ornamental armor, or other lapidary pieces worn in protected locations. Shieldstone attracts and absorbs electricity in a 10-foot radius and can be used to protect those who wear it or accompany the wearer from lightning and electrical discharges. Static charges and the like are continuously absorbed by shieldstones without altering them in any way, but a piece of amaratha automatically neutralizes even the most sudden and powerful of electrical effects (such as an electric eel shock, lightning bolt, or the like). A 1 inch diameter sphere of shieldstone absorbs up to 6 points of electrical damage; in absorbing the charge, the shieldstone is consumed, vaporizing at the rate of a 1-inch-diameter volume per 6 points of damage absorbed. (A 1-inch-diameter stone disappears, and a 2-inch-diameter stone becomes a 1-inch-diameter stone, etc.) If an electrical discharge exceeds the capacity of a shieldstone or group of shieldstones (such as several set in a necklace) to absorb it, all of the amarathas vaporize and the excess points of damage are suffered by those creatures or objects in the vicinity who would have normally been the targets of the discharge.
- Amber: A golden or orange-hued, fossilized resin, this fancy stone is soft and brittle and is usually tumbled smooth and cut cabochon. Some amber contains other preserved fossils, such as primitive plants and insects. These variants with identifiable inclusions are valued much more highly in the Realms than clear amber, and command four or five times the prices of "empty" amber. Amber pellets strung on thongs are used as a medium of trade by northern barbarians, but these same pellets are graded and valued among civilized peoples as gemstones, not just currency. Amber is often used as a good luck charm to ward off diseases and plague and as a component of spells and magical items with healing or diseased-related effects. In magical uses, amber serves as a spell component and spell ink ingredient in most enchantments that involve lightning and electrical discharges, from shocking grasp through chain lightning.
- Amethyst: Amethysts are the most valuable of the quartz gemstones and are normally facet cut into brilliant shape. Related to agates and other less valuable quartzes, amethysts vary in purple hue from a lilac color to a royal purple, but the rich deep purple stones are most remembered and valued. Such stones are called by some the crown of kings because many Otaran rulers in olden times restricted the use of this gemstone to those of royal blood. Amethysts are used to ward off drunkenness and convert poisons to harmless substances. Because of their attributed capabilities, these fancy stones are usually used as ornaments for mugs and chalices, particularly those used by nobles. Amethyst is one of the "nine secrets" types of gemstones that can be transformed into ioun stones by the proper spells and also serves as ink ingredient or spell component in magics involving the communication of messages (such as magic mouth spells) and the augmentation of Wisdom. Amethyst represents safety when seen by seers, and romance when seen in the dreams of women. Magic-workers should use it at dawn
- Andar: Also known as andalusite, this hard, durable semiprecious stone is found as small, translucent crystals (sometimes as water-worn streambed pebbles) averaging 1 inch in diameter that flash green-red or brown-red when properly faceted. Andars are known to alchemists and adventurers as the easy half of the two alternative ingredients for a potion of treasure finding. They must be powdered and then boiled with a dragon scale of amethyst, gold, or silver; the scale is the difficult half of the two power ingredients, which must then be combined with an oily base using the process and enchantments that give the potion its powers.
- Angelar's Skin: Angelar's skin (also known as aasimon's skin) is a fine pink coral suitable for use in jewelry. This fancy "stone" is usually found in shallow tropical seas upon isolated reefs or atolls. It is delicate and easily shattered unless properly treated and mounted. Angelar's skin is slowly sun-baked on large, flat rocks to drive off water and tiny dead animals present within it that otherwise would give it an offensive odor and reduce its value for adornment. Found in shallow tropical seas on isolated reefs and atolls, Angelar's skin is associated in legend with the sorcerer Angelar, who became a wereshark after eating this powdered coral, which had been mixed with sea water, and then receiving the cast spells polymorph self, water breathing, and Angelar's own wizard version of the priest free action spell. Angelar survived the transformation, emerging as a long-lived human who has complete control over his were-transformations into shark form; presumably, other wizards or individuals able to hire others to cast the necessary spells can, too.
- Aquamarine: This type of precious stone is a hard, transparent blue-green form of beryl found throughout the northern reaches of Otara and much employed by barbarian tribes for adornment because of its durability. Aquamarine is known to alchemists as the sole reliable gemstone that, when sacrificed in a very secret spell process that I have not yet been able to get a copy of, can make other sorts of gemstones multiply: That is, a ruby or diamond vanishes and is replaced by two identical stones, each of which is a perfect replica of the original stone —even down to carvings or scratches. This Orgonil's ritual is a closely guarded secret.
- Archon: Archon is the name by which fluorspar in large quantities of less desirable color and grade is known in the Realms.
Also known as Blue John, this soft, readily carved, purple-and- white hardstone glows with a faint greenish radiance if magically invisible (not disguised or ethereal) objects or creatures come within 20 feet of it.
- Augelite: A soft, fragile ornamental stone found naturally in clear, colorless crystals, augelite is easily worked without special skill or tools but does not last long in normal use for adornment, though it is often used for such by barbarians and other primitive peoples. It cannot be carved into delicate or intricate shapes without splitting. Augelite is magically inert, and in fact has the property of lessening magical effects in its vicinity. The damage done by a spell is lessened by 1 point per die within 10 feet of any augelite stone, and saving throws vs. all spells and magical effects are augmented by a +2 bonus within the same area of effect.
- Aventurine: Sometimes called love stone, this semiprecious quartz gemstone contains many mica crystals that give a spangled appearance to the stone when it is viewed from the proper angle. Aventurine can be golden, medium to light green, or dark to pale blue in color. It is used for tumbled gemstones, cabochons, and ornamental inlays or carvings. It occurs in large deposits, and 20- pound blocks are not uncommon. Powdered aventurine is often used to penetrate magical disguises; its touch shatters most illusion and transformation magics.
- Azurite: Azurite is a form of malachite slightly rarer than that mineral's banded, multitone-green normal color variety. This ornamental stone is a deep blue with opaque mottling in darker shades of blue. It is often smoothed from its irregular natural condition and used to make ornamental belts and rings. Its powers are akin to those of malachite but more restricted: Azurite prevents all heat damage to any being in direct (flesh-to-gemstone) contact with it. This lessens most fire and flame damage by half. In ancient times, lucky tokens of azurite were tied to the body in hidden places (such as the armpits) for protective reasons (to lessen damage while cooking, for example).
- Banded Agate: This opaque stone is a waxy, smooth form of quartz that has striated bands of brown, red, blue, and white stripes. While it is primarily used as an ornamental stone in inlays on furniture, in cheap brooches, and as "soothe stones" that merchants fondle to relieve tension during negotiations, banded agate is also crushed and placed into sleeping drafts in small amounts to insure a long and restful sleep. It can increase the efficacy of sleep-related potions or spells and banded agate powder is used as a spell ink ingredient and a potion base.
- Beljuril: Beljurils, also known as fireflashils, are unique to the Realms so far as any sage can determine. These jewels are found as smooth-surfaced, asymmetrical (but roughly spherical), fistsized stones. They occur in old rock, and most frequently are quarried from blue claystone. They are durable and very hard, and cutting one typically wears out several sets of metal tools. Because of this, beljurils are usually worn whole or simply split in half in pectorals or shoulder plates that are fashioned with pronged (claw) settings. No beljurils significantly larger or smaller than approximately 3 to 5 inches in diameter have yet been found. Normally a deep, pleasant, sea water green, beljurils periodically blaze with a sparkling, winking, flashing light. This discharge is pleasantly eye-catching in a candlelit great hall or a lantern-lit dancing grove, but in a dark chamber or the murky night, it is dazzling. At random, beljurils absorb some small amounts of heat, light, and vibratory energy from their surroundings (the area within a 30-foot radius around them) without negating that energy's normal effects. Periodically, they then discharge this stored energy in a sparkling flash. Beljurils usually flash about once per hour, but rates vary from stone to stone, regardless of size or age and for no known reason. Their discharge is silent and cold; the sparks given off are few and do not carry a strong electrical jolt. Beljurils are sometimes used in experiments by alchemists, sages, and artisans, but have not yet proven useful as a power source, but wands of lightning and other magical items that discharge electricity) fashioned with beljuril chips at their ends deal an additional 1d6 points of damage beyond the normal 6d6, and powdered beljuril is a prized ingredient in spell ink formulae and item enchanting baths for all things magical concerned with gathering, storing, or conducting electricity. The gemstones are often used for warning lamps or night beacons by the wealthy.
- Black Opal: Black opal is a greenish type of opal with black mottling and gold flecks. Usually found in ancient hot springs or their dry remnants, this gem is most often tumbled smooth and cabochon cut. The Otaran phrase "Black as a black opal" means, effectively, not very black (or evil) at all. It is used to describe good-hearted rogues and similar individuals who would be embarrassed by praise. Those who work with magic know black opal as a potent explosive: When powdered and mixed with powdered orl and then introduced to any open flame in a particular way, the result is a violent explosion that does 6d8 points of damage to all within 10 feet, 4d8 to all 11 to 20 feet distant, and 2d8 to all 21 to 30 feet distant. A saving throw vs. petrification is allowed to sustain only half damage, and whether owner's save or not, items must make a successful saving throw vs. disintegration if within 10 feet or against crushing blow if 11 to 20 feet away or be destroyed. Items need not save if beyond 20 feet from the blast.
- Black Sapphire: Black sapphires are a rare variety of sapphire that are a deep, rich black with yellow or white highlights. These jewels come mostly from the South, and they are most plentiful in the Deep Realm of the dwarves and are brought up to the surface world for trading. Dwarves prize them highly, as do a growing number of wizards who have learned that once a black sapphire has been cut and polished, it prevents temporal stasis, time stop, and all chronomancy wizard or priest spells and time sphere spells from functioning within 30 feet of it. Such magics cease to function if a black sapphire is brought within 30 feet of their areas of effect. (Some resume operation after the gem is no longer present, and others are ended, according to their natures.)
- Bloodstone: Bloodstone is a dark greenish gray variety of semiprecious quartz gemstone flecked with red crystal impurities that resemble drops of blood. Ninety percent of the bloodstones in the Realms come from the Harak area, and most of those come from a single mine that is manned by human, dwarf, and gnome miners. Bloodstones are the chief export of this region, and as a result, they are readily found throughout the lands. The output of this mine is so plentiful that the stones are used, uncut, as currency in Harak. When worn as gemstones (typically by farmers and foresters who have little wealth to spare on such things), these semiprecious stones are usually cabochon cut with beveled edges into smooth ovals. The magical uses of bloodstone are many. It has long been known that a single bloodstone and a leafy spring of the herb heliotrope can serve as alternative material components for the invisibility spell without altering the magic in any way, but fewer priests and wizards by far know that the gemstone can serve as an alternative material component in most divination and storm related magics. A bloodstone laid on an open wound acts as a bloodstaunch, closing the wound, banishing any disease or blood poisoning, and stopping bleeding instantly. It cannot heal damage that has already occurred and dissolves in conferring this boon. Bloodstone healing only works on a particular being once per month (lunar cycle).
- Bluestone: A colloquial name for the ornamental stone sodalite (sometimes called ditroite), this soft, brittle gemstone is rich blue and sometimes veined with pink, cream, white, and yellow. It can be found in old and weathered rocky environments such as mountains, where it is plentiful. It is usually cut cabochon or tumbled in barrels of gravel and sand, because it is very rarely hard enough to be cut in facets. Powdered bluestone added to plain water lit by any magical radiance yields a potion that acts either as a neutralize poison or heals 1d2 points of damage. If added to any magical healing potion, it adds both a neutralize poison function and an additional 1d4 points of restorative boon to the draft.
- Blue Quartz: This ornamental stone is a transparent, pale blue crystal usually employed only for adornment. In rare cases, blue quartz crystals can be fist-sized or larger, and in olden times these were the favorite jewels for gems of seeing. These days, blue quartz sees use as a material component in scrying spells and, when sliced and properly treated, in the making of the magical cusps known as eyes (eyes of the eagle and the like).
- Boakhar: Also known as wulfenite, this extremely soft and fragile semiprecious stone sees some use in ornamental situations because of the brilliant red-and-orange flash of the translucent gemstones cut from its flat red and orange crystals. Most often seen in old furniture adorning inlays, boakhars erupt in jets of flame if a magic missile spell is cast or a moving magic missile passes within 10 feet of them. Such jets are 7 feet long, last for 1 round, consume the gemstones, ignite flammable substances they touch (but never anything touching the gemstone they come from), and deal 2d4+2 points of damage to creatures that come into contact with them.
- Brandeen: Also known as stibiotantalite, this rare, hard mineral yields small reddish-brown to honey-yellow faceted fancy gemstones which are worn by many merchants and courtiers who are unable to afford more expensive gemstones. Brandeen's magical use is as a cure for deafness. It is powdered and added to the sap of any living hardwood tree, a message spell is cast on the mixture (the message consisting only of vowel sound utterances). The resultant potion, which must not see sunlight unprotected, must then be drunk within a day.
- Carnelian: Also known as sard, this is the clear reddish or reddish brown form of chalcedony. Tumbled smooth or cut cabochon and polished to a high gloss, this semiprecious stone is used as an adornment. Though seers consider that dream visions of carnelians mean misfortune will come, the gemstone is used by mages to make luckstones and items that protect against evil or harm, and as a material component in spells concerned with the same ends.
- Chalcedony: Chalcedony stones are often very large and are used in the carving of statuettes or coffers. Chalcedony is usually cabochon cut and polished, looking rather like ivory when finished. Varieties of this semiprecious stone are mostly white, but rare variations slip to gray or black. The more colorful variants of this translucent stone include carnelians, chrysoprase, and agates; in Otara, the term "chalcedony" is used to refer to all the rest of this sort of gemstone. Chalcedony is used in the making of magical items that ward against undead or have necromantic powers, particularly when human bone is to be avoided because the undead to be controlled or resisted are nonhuman in origin. Powdered chalcedony can be enchanted with a simple spell to make it a tasteless, safe antidote to alcohol so that when a pinch is added to a drink, no drunkeness results. (Spies and covert agents often use this powder to remain sober during long feasts.)
- Chrysoberyl: This hard, transparent green fancy stone is usually facet cut for adornment. One of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells), chrysoberyl is used in enchantments that protect against magic jar spells, other hostile forms of possession, and similar necromancies, and in the making of weapons designed to strike incorporeal creatures such as certain undead. It also has medicinal uses, can aid in divination and scrying magics, and of old was used by certain ancient sorcerer-kings in message stones that would utter magically recorded speech when touched. Treasures collected today as inspirational utterances, heart-stirring words of passion, valued instructions in the working of magic, or directions to hidden treasures.
- Chrysocolla: Chrysocolla is a translucent variety of chalcedony that has been colored blue-green to green by traces of copper. This ornamental stone is most highly valued when of uniform color and free of inclusions (flaws caused by the incorporation of other minerals and impurities into its structure). Most specimens are tumbled for use as earrings and pendant stones; some chrysocollas are faceted for the same uses. It neutralizes alcohol upon contact and is also a valued ingredient in animate dead spell inks and related castings (often used as a powder thrown into a fire).
- Chrysoprase: A translucent chalcedony with an apple-green color, this semiprecious stone is found throughout the Realms, but its greatest concentration is in the mountains, where it is called stormrock. A popular pectoral and earring adornment for ladies, chrysoprase is also used in the making of magical items and spell inks concerned with invisibility and as a material component in spells concerned with both invisibility and seeing invisible beings and objects. It is also one of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells).
- Citrine: Also called false topaz, this semiprecious stone is a transparent yellowish quartz. It cleaves well and is usually cut into facets in brilliant or marquise styles. It has the magical property of preventing magic jar attacks from affecting any being wearing or carrying a citrine. Conversely, whole citrines are a favored gemstone for use as the "jar" itself in the casting of magic jar spells.
- Clelophane: Clelophane is the exceptionally beautiful pale green variety of sphalerite (a rock called zincblende or blackjack). This semiprecious stone yields transparent gemstones of green flash (color-play reflection) and unusually large size. Faceted specimens 3 inches across have been cut. Clelophane is, however, soft and fragile, and such gemstones wear quickly. The only known magical property of this gemstone is the "echo effect". If a spell is cast by or on a being wearing, touching, or carrying a clelophane, that gemstone is 70% likely to record a still and silent mental three-dimensional image of the being, their surroundings, and the situation. This image is in turn 70% likely to obliterate any and all previous echoes recorded by the stone; otherwise, a new image is added to any previously recorded images. Such echoes can be called forth repeatedly from the stone by grasping it and mentally willing them to appear. They manifest beside the stone, visible for all to see, and are slightly luminous (in other words, they can be seen in the dark and even used as a very dim light source by those lost in darkness such echo displays last for 3 rounds. Echoes can be called up as often as desired and persist until replaced, even if hundreds of years pass. They are always of perfect lighting and sharp clarity, even if the original situation was confusing or obscured, and the scene they originally record fills a 10-foot-radius globe centered on the stone, appearing in at a similar size next to the stone when replayed.
- Coral: Coral is formed by small animals that live in the warm seas of the Realms. The pink and crimson varieties of this fancy "stone" are considered valuable enough to class as ornaments and be treated as gemstones. Sunbaked to dry them and drive off any smell of rot, coral pieces are smoothed and polished for carving purposes and used as the stems or leaves of mock flowers that are then set with gemstones. It has long been known in the South of Otara that powdered coral is an extremely effective ingredient in the making of potions of healing and of extra-healing. (When determining the hit points restored by imbibing drafts containing coral, reroll all results of 1 and 2.)
- Corstal: This ornamental stone is more rarely called petalite. This rare mineral is found in crystals ranging from colorless to pink. It is fairly hard, brittle, and commonly has inclusions; when free of these impurities it can be faceted, but otherwise it is cut cabochon. Worn for adornment mainly by nomadic tribes and poor folk, corstals have only one known magical use: When touched by a magical radiance of any sort (from a fiery blast to a faerie fire), they mirror the hue and intensity of that light within themselves, becoming light sources for 2dl2 rounds before the radiance suddenly fades away again.
- Crown of Silver: Crown of silver is the colloquial name for psilomelane chalcedony, a variety of chalcedony containing abundant, minute plumes of black manganese arranged in bands. These bands polish to a brilliant, metallic black. Crown of silver is an ornamental stone usually sliced and polished for inlays so as to best show its black bands, but it can also be tumbled or cut cabochon. Crown of silver prevents rusting when powdered and applied to ferrous metals. It sees use in spell ink and as a casting component of the everbright spell, and can also serve in place of iron filings in most castings (such as the clerical protection from evil magic).
- Datchas: The common name for the semiprecious stone datolite is datchas. Pink datolite is also called sugar stone. Datchas is cut into faceted gemstones of very pale yellowish green if of the fine variety. Massive datolite, colored by copper and other minerals, is found in the form of warty nodules up to 10 inches in diameter. Such nodules range from white to red, reddish brown, and orange. The most valuable gemstones of the massive variety are orange, and all massive datchas are usually cabochon cut or sliced and polished for inlay work. If powdered datchas is ingested by a wizard (washed down with any non-alcoholic liquid), it doubles the duration of a spider climb spell affecting him or her.
- Diamond: Translucent jewels that catch fire when properly faceted, diamonds are hard, translucent jewels that can be clear (appearing blue-white), rich blue, yellow, or pink, among other hues. The hardest of gemstones (save for a few very rare types unique to the Realms) and among the most valuable, diamonds are found in scattered locations throughout the mountain ranges of the northern half of Otara and in current or former volcanic regions across the face of Otara. Many of these locations are far underground, making them only accessible to dwarves and underground races that trade with the surface world for other goods. Diamond can be used to cut or etch glass, horn, bone or leather and so serves as a point or cutting edge on the finest artisans' tools. It is also worn as adornment. Diamond dust is almost a universal ingredient in spell ink formulae, serving whenever one lacks a substance specific to the magic at hand. It is particularly suited to spells concerning vision, divination, or locating objects. The best gems of seeing are diamonds, and diamonds are essential adornments in a helm of brilliance. Conversely, diamonds worn at the throat or on the head ward off dream visions and enchantment/charm magics. In some magics, diamond dust is poisonous, but when combined with certain substances in a secret process, it creates both sweet water potions and empowers both spell inks and item baths concerned with the neutralization of poison. Diamonds are best used in alchemical and sorcerous work at highsun.
- Dioptase: A soft, brittle semiprecious stone of vivid emerald- green hue, dioptase (also known as diopside) is found in tiny, flawed crystals and yields only the smallest of faceted gemstones that are used in figurine adornment or to decorate lace. Larger specimens are extremely rare and highly valued, commanding the same prices as more valuable color and clarity variations. In two turns dioptase dissolves in liquids that have already been enchanted by any spell effect and each gemstone that is so dissolved restores 1 hit point of damage to a creature who drinks the resulting mixture. Few folk in the Realms know of this alternative sort of potion of healing, but word is spreading.
- Disthene: Also known as kyanite, disthene is an abundant ornamental stone that is easily cleaved, but difficult to cut in facets without unintended splitting occurring. It usually has many inclusions. Disthene is found in crystals ranging in color from dark blue to pale green. Translucent, blue, facet-grade crystals are the most prized. (Treat doubled base value versions of this stone as this fine blue variety.) Disthene sees magical use as a powdered ingredient in spell inks and the spells themselves that involve controlled fiery effects (in other words, shaped flames as opposed to explosive).
- Emerald: A brilliant green beryl, the emerald cleaves along straight, boxlike lines. This jewel is so often displayed with a particular rectangular faceted cut that the cut's name has become an "emerald" cut, and it is known, more properly, as a modified step cut only among gemcutters. Emeralds also lend themselves to the baguette or table faceted cuts. It is used for adornment, in spell ink formulae, as a spell component, in item enchantment baths, and (as whole, mounted gemstones) as a discharge point in items concerned with fertility, health, and growth. Emerald breaks to reveal falsehood and concealed hatred, and many kings have worn rings carved entirely of emerald to parleys to detect treachery and deceit without the use of spells. When employed in complex magical processes, emerald is best used at "waterclock."
- Epidote: This abundant ornamental stone can be cabochon cut or faceted. Its smallest crystals are clear, but larger crystals are progressively darker shades of red. A variety of epidote known also as piedmontite can be cut into large cabochons of a deep rose color. Epidote is prized as an ingredient in potions of undead control and in the inks used to write protection from undead scrolls.
- Euclase: Euclase is a rare precious stone found in small, readily cleavable crystals ranging from colorless to pale yellow, vivid yellow, pale green, and blue. The blue stones are the most prized. (Especially valuable samples of euclase are blue euclase.) Euclase reacts violently to magic: If a spell is cast on one of these gemstones or on a being wearing or bearing one, a flame strike identical to the area of effect of the priest spell of that name roars up from the gemstone, consuming it and dealing the usual 6d8 points of damage, or 3d8 if a successful saving throw is made, to beings in contact with it.
- Eye Agate: Eye agate is similar to banded agate, but instead of striated bands, the layers within the stone appear as concentric circles. These rings are usually gray, white, brown, grayish-blue, and drab green. Like banded agates, these ornamental stones are often ground up and pinches of their dust placed in sleeping drafts, though its effectiveness in these drafts is pure folk belief, and in actuality the gemstone powder does not alter their normal effectiveness.
- Fire Agate: Fire agate is the name given to chalcedony which contains thin lines of iridescent goethite (a rustlike impurity). When properly cut, the iridescence of this ornamental stone displays red, brown, gold, and green hues. The finest specimens are partly translucent, which allows the best display of color. (Treat improved variations of this gemstone as this translucent variety, ) Whole fire agates are dissolved in the blood of a fire lizard or pyrolisk to form the most favored base for potions of fire resistance.
- Fire Opal: A brilliant orange-red type of gem, fire opals are usually uniform in hue or contain golden or greenish flecks. They are most often found near active hot springs and geyser activity. Fire opals are often enchanted and are an essential part of producing helms of brilliance. More broadly, they are used in the ink formulae, enchantment baths, or as a discharge point of spells or items that cause, release, or control fire.
- Flamedance: This precious stone is an extremely rare translucent gemstone found in small crystals or fragments. It is hard and resists cleaving when worked, making it ideal for use in carving. It is usually used in lapidary work only when faceted gemstones can be cut from the crystals. A very pale yellow or green in hue, it sees magical use for the property for which it is named: It can withstand any fire, protecting items set with it and beings wearing it alike.
- Fluorspar (Fluorite): Fluorspar, also known as fluorite, is a soft, readily cleavable ornamental gemstone occurring in many colors, If the rough gemstone is pale blue, green, yellow, purple, pink, red or is physically small, it is usually cut into faceted gemstones. The pink or red varieties, sometimes known as cabra stones and are the rare, more valuable varieties. A massive, pur- ple-and-white banded variety known as archon or Blue John is used for carving. In all of its forms, fluorspar has the same properties: It glows with a faint greenish radiance if magically invisible (not disguised or ethereal) objects or creatures come within 20 feet of it.
- Frost Agate: Also known as frost stone, this rare, beautiful ornamental gemstone has frostlike white markings, It is usually tumbled and polished glassy smooth. A gemcutter of unusual skill (such as one possessing more than one nonweapon proficiency slot devoted to gem cutting) can cut the fragile stone into facets without splitting it so that at each point where the facets meet (such as in a polyhedron cut, which forms the stone into the shape of a d20), a snowflake of white "frost" appears. Enchanted versions of these stones are often luckstones. Lesser varieties are powdered and treated like other agates and used in sleep drafts and as ingredients in numerous potions. In all potions, as it seems to almost ensure peaceful (in other words, nonpoisonous and nonexplosive) potion miscibility.
- Garnet: Garnets are general class of crystals ranging from deep red to violet in color. These precious stones are normally isometric in shape, with 12 or 24 faces to a typical crystal, though 36- or 48-faced crystals have been found. Garnets are found in granites and in metamorphic rocks, such as marbles, in a number of locations throughout northern Otara. Thought by some fading faiths to be the hardened blood of divine avatars, garnets are generally considered useless in magical work. They actually have the ability to double or treble damage done by weapons they are mounted on—when such weapons have been properly enchanted to call on this property. Such enchantments should commence at high morn.
- Gold Sheen: Gold sheen is a rare variety of obsidian that is golden in color and flecked with minute spangles. When used as a gemstone, gold sheen is usually tumbled so as to retain as much of the stone as possible and polished to a glassy, gleaming finish. This semiprecious stone is brittle but in the past was often used to ornament belts or shields. Chips of gold sheen are sometimes used as a form of currency among mercenary encampments. Added to any type of spell that creates a radiance, gold sheen allows the caster to precisely control the hue of the spell effect, and when added to invisibility magics, it increases the duration of such spells by 1d3 rounds.
- Goldline: Goldline is the name given to quartz with lines of gold-colored goethite imbedded in it. It is sometimes called cacox- enite. The native quartz stone that forms the base for the goldline can be citrine, amethyst, or smoky quartz, and the goethite appears within this base as brilliant yellow or gold fibers or tufts that run in parallel lines. This ornamental stone usually occurs naturally in pieces 2 to 3 inches in diameter, and it is tumbled or cabochon cut for decorative use. Sometimes larger slabs of goldline are found, but these rarely survive travel unbroken. When consumed in an open flame in combination with the right spells, goldline is one of the easiest to obtain magical empowering ingredients to give a bladed metal weapon a bonus enchantment.
- Greenstone: Greenstone is the common name of chlorastro- lite, a gray-green variety of pumpellyite found in nodules of up to 5 inch diameter in solidified lava flows. It is a soft ornamental stone and is usually cabochon cut. The finest quality greenstone can be polished to a glassy finish, and such stones are sometimes called chlorastras. Greenstones of exceptional size are made into greenstone amulets (protective devices that make the wearer immune to many mind-influencing spells, based on the protections of an ongoing mind blank spell), but not all greenstone jewelry is so enchanted. Often a ruse involving nonmagical greenstones and Nystul's magic aura makes such jewelry appear valuable when it is actually worthless.
The smallest and most flawed greenstones are ground to powder for use as material components in spells that resist mental attacking magic and other protective and barrier spells. It should be used with care: There are reports of it completely negating certain spells it was added to. It is also one of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells).
- Hambergyle: Hambergyle, also called hambergite, is a semiprecious stone that is found in crystal or fragmentary crystal form. It is rare, colorless, and fairly hard, yielding small, faceted gemstones. Its crystals can be held in a flame and a light spell pronounced over them to create (at the cost of the gemstone, which vaporizes) a continual light effect.
- Heliodor: This precious stone is a deep yellow variety of golden beryl varying in hue from greenish yellow to reddish yellow and yielding large or medium impressive faceted gemstones. In magic, heliodor can be used as a casting component in all priest spells of the sun sphere in place of normal components that one lacks (provided these need not be specially constructed). Powdered heliodor is essential in the forging of a sun blade.
- Hematite: Hematite is a shiny gray-black gemstone often cut in a baguette fashion (rectangular with beveled sides). These ornamental stones are prized by fighters and often used in magical periapts (both periapts of healing and periapts of foul rotting). They are not magical in nature, though they are particularly responsive to enchantments related to blood and life force and was used in necromancy and the healing arts.
- Horn Coral: This precious stone is a deep black coral similar to Angelar's skin save for its solid color. It is also called night coral. Horn coral is used in jewelry as a polished twig or branch of material or is cabochon cut. Those who wear horn coral and touch it with one of their own tears can call forth its magical property (as the cost of the gemstone, which dissolves when the effect ceases ): It empowers creatures to water walk (as the 3rd-level priest spell) for up to 6 turns at a time.
- Hornbill Ivory: Hornbill ivory is not ivory at all, but rather material from the beak of the hornbill bird. This hardstone is carved into items such as combs and beads or used for inlay work in stone or wood items of furniture. This tough substance can be employed as a material component in spells and in the making of certain magical items and tokens concerned with flight.
- Hyaline: A milky (or white) quartz, hyaline is often set or inlaid in silver and is either cabochon cut or sliced into plates. The milkiness of this ornamental stone is caused by tiny droplets of water or gas (carbon dioxide) trapped in the crystals. Grains of gold often fleck hyaline. It glows with a blue radiance when active magic takes effect, is launched, or passes within 20 feet of it.
- Hydrophane: Hydrophane is a gemstone much favored by sailors and aquatic races. This semiprecious stone is a variety of opal that is opaque and of a frosty-white or ivory color when dry. In this state, it appears rather unattractive. When soaked in water, it becomes transparent and iridescent, reflecting a rainbow spectrum of colors like a prism. It is usually cabochon cut or sliced into layers for use in inlays. It is also used in water-oriented items and potions, especially those conveying the ability to breathe water or control over water elementals. When used as an additional component in the casting of color spray spells, hydrophanes forces creatures to make a saving throw vs. the spell at a -1 penalty.
- Hypersthene: Also known as bronzite, hypersthene is normally an opaque brown color containing silvery spangles, but it is sometimes reddish or greenish in hue. This semiprecious stone and is rarely found in untracked pieces larger than Vi inch across, and as a result it yields small gemstones. It is usually cabochon cut. Hypersthenes have the magical property of wyvern warding: If worn or carried by any being who encounters a priest's wyvern watch spell, they prevent their bearer from being seen or struck by the spell, so that the spell maintains its vigilance, but the gem- bearer can freely pass its warded area.
- Iol: Also known as iolite, cordierite, or violet stone (despite its usual overall hue of blue), this semiprecious stone is usually cut into faceted gemstones to best display its color change when viewed from different directions. Iols so viewed appear straw yellow, blue, and dark blue. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance that gives them an internal star effect or even trapped hematite crystals, which give the same rich golden flash of color as is found in sunstones. Iols have strong associations with magic in Otaran legend, but few folk know their true magical use: They are the best sort of gemstone to transform (with the proper, secret spells) into ioun stones.
- Iris Agate: Iris agate is a massive hardstone variety of agate much used in temples for effect. Its many swirling colors can be seen vividly when light shines through it, but it otherwise appears white. Its sole magical property is that of spell reflection: A spell that is hurled against a screen or statue of this material rebounds right back at its source. For this reason, false guard statues or silhouettes of iris agate are sometimes placed in vault doorways when magical attacks are expected.
- Irtios: Also known as danburite, this hard, transparent to translucent semiprecious stone is found as crystals in deep rock or as waterworn pebbles in streambeds or gravel deposits. It is either colorless or a very pale yellow. Irtios crystals are often found on sword scabbards and wizards' staves because they prevent mildew, rot, and molds from affecting any organic substance they are in contact with. This protection includes yellow mold, mummy rot, and fungal diseases, and it can extend to a living or even undead creature if an irtios crystal is in continuous, direct flesh contact with them.
- Ivory (or Dentine): The substance that provides the teeth of all mammals is referred to as ivory or dentine when used for decorative purposes. Whenever the teeth or tusks are large enough, they can be used for carving thus, ivory comes from elephant tusks, hippopotamus teeth, cachalot whale teeth, and the tusks of the walrus, narwhal, and boar. Tiny quantities of fossil ivory from prehistoric elephants, mastodons, and sabre-toothed tigers (smilodonsl are also encountered occasionally. In addition, ivory also comes from less commonplace creatures such as behemoths, mammoths, and umber hulks. The price of this hardstone depends on its hardness and durability, its hue and degree of mottling, and the shine it can be buffed to or type of surface treatment it can take. Prices depend on current preferences of style and ornament, and what is valued highly in a particular place or at a certain time can be nearly worthless elsewhere and elsewhen. Ivory provides an ornamental carving material for carried items, building decoration (and even construction in some fantastic instances), and clothing. Dragon teeth and the fangs of certain creatures of a magical nature (such as displacer beasts) have magical uses and properties, but the ivory of common beasts generally does not.
Unicorn horns (alicorns) are technically not ivory, since they are not teeth. It should also be noted that unicorn horns are not used for ornamental carving and that they command prices of thousands of gold pieces from alchemists, as they are held to have mystical properties including the abilities to purify water and food, cure poisoning and disease, return the dead to life, and convey youth and immortality. On a cautionary note, certain Otaran religions especially followers of Mielikki and Lurue the Unicorn take great exception to people hunting unicorns for their horns or even owning unicorn horns, except in special circumstances. They have even been known to put to death people convicted of the evil act of killing unicorns.
- Jacinth: Also called hyacinth or flamegem, this fiery orange jewel is a relative of the sapphire and other corundum gemstones. It is found only in the Realms; in other crystal spheres, an inferior type of garnet or essonite takes the name jacinth. At the heart of every jacinth a tiny flame flickers and dances not enough to illuminate surroundings, but enough to be seen from afar. This property of the jewel forms the basis for many splendid cloaks and gowns worn by wealthy nobles. Powdered or whole jacinth is a valued ingredient in the making of potions and items dedicated to protection against fire, such as rings of fire resistance.
- Jade: Jade is a class of fancy stone including both jadeite and nephrite. It is often found in a massive, carvable form of a lesser grade and is then classified as a hardstone. It appears as an opaque, waxy mineral of light to dark green or white. As jade ages, it darkens further to become a rich brown. Jade is said to enhance musical ability and so is worn as a lucky stone by bards and other musicians in the Realms.
In magical work, powdered jade is the preferred base for spell inks and used as a substitute for all nonorganic spell components for all illusion/phantasm spells. It is an essential ingredient in enchantment baths for magical items that cast illusions as any of their functions and when so used, should initially be put into such a mixture at candleglass time.
- Jargoon: Jargoon is a rare, red variety of zircon much prized for its deep ruby luster. The name "jargoon" is often carelessly applied in the Realms to any large group of mixed gemstones, as in the favorite pirate catch phase: "a duster of jargoons, matey, with garnets as big as yer hand." This fancy stone is credited in legend with being able to prevent a lycanthrope from changing out of his or her human form, though this folk tradition has never been proven true. Jargoons have a popular use in magic: If a magic missile spell is cast into a jargoon held in the caster's hand, the gemstone explodes violently (dealing the caster 1d4+2 points of damage), but the number of missiles hurled forth by the spell is doubled. In damage, unerring aim, and other specifics, they conform in all respects to the missiles created by an unaltered magic missile spell effect.
- Jasmal: Jasmal is a durable, very hard gem. It is found in small veins or, very rarely, larger seam deposits in the Thunder Peaks and the Spine of the World mountains. When polished, jas- mals catch sunlight or torchlight and give off haloes of amber light, although they themselves remain transparent and colorless. Jasmals are usually cabochon cut and thus appear as small, glassy globes of orange light when worn on cloaks or tunics.
Jasmal is so hard that it can hold a cutting edge and even be worked into small nonmetallic weapons or mounted in a row along a blade. In this latter use, it is prized for its ability to take multiple or complex enchantments that the strike of the blade can visit upon victims whenever the jasmals strike for damage. Powdered jasmal is also a favored ingredient in enchantment baths for magical armor and in the ink formula for the spell Veladar's vambrace.
- Jasper: Jasper is an opaque quartz semiprecious stone found in reds, browns, and blacks. Vary rare specimens are blue or have bands of blue against the other colors. Crushed jasper is a universal substitute ingredient in the making of potions, antidotes, and magical items that protect against or neutralize poison and drinks stored in vessels of carved jasper for at least a day are leached of any poisons, taints, or corrosive powers they may carry. Jasper is the preferred stone for use in both periapts of foul rotting and periapts of proof against poison.
- Jet: A deep black gemstone, this fancy stone is a tough variant of bituminous coal that can be facet cut and displayed either as a pendant or inset into a larger setting. It is the stone of mourning and sorrow in wealthy cities, and remains a preferred material for magic jars, a use contributing to its fell reputation. Certain treatments of a jet stone (or specific spells cast too close to one) may well unintentionally free a furious, long imprisoned mage or strange magic wielding beast from its depths or summon a wizshade to the spot. Some such imprisoned beings can use their magic in limited ways to try to bring about their release but possession of their prison gemstones rarely gives one any influence over them.
- King's Tears: Sometimes called frozen tears or lich weepings, king's tears are unique to the Realms and are very rare. These jewels are clear, teardrop shaped, smooth surfaced, and awesomely hard; in fact, none have as yet been fractured, cut, or chipped, even by hammer and forge. The origin of these gemstones is unknown, but folklore believes they are the crystallized tears of long dead necromancer kings and queens. Sages value kings' tears above all other gemstones for the scenes that can be seen in their depths. In each gemstone, it is said, can be seen that which the weeping monarch loved long ago: in some, women or men; in others, lands now lost and forgotten or greatly changed with time; in yet others, bizarre and incomprehensible dream scenes and battles. It is indisputable that these scenes are so bright, sharp, and detailed as to seem alive and that they are immobile and never change but what they truly are is unproven. The presence of a king's tear within 90 feet always reduces the casting time of a Legend lore spell to 2 turns and causes a name, word of activation, or similarly crucial word regarding the spell subject to come into the caster's mind. An old and secret ritual, known to very few high priests, liches, and reclusive archmages, enables a spellcaster to permanently gain 1 point of M.E. through the sacrifice of a kings' tear. A king's tear can be cut to yield up to four gems of insight (if the proper enchantments are used). Finally, king's tears have been rumored to be tied to the process of creating a philosopher's stone, among other magical items.
- Kornerupine: Kornerupine is a hard, rare, brown or green, translucent fancy stone usually found in streambed or esker ridge deposit gravel that yields faceted gemstones of up to middling size. Brown kornerupines have no known magical properties, but if a magic mouth spell is cast on a green kornerupine and the last word of the incantation is left unsaid, the stone reveals a potent property. It can be carried indefinitely, and when the caster later touches it and utters the missing last word of the spell, the stone does not grow a mouth to utter the usual message, but instead records all sounds that can be heard within 20 feet of it for 4 rounds after the caster says the final spell word. Any number of beings may make the sounds, and noises made purely by items are also be heard when the sounds are called forth and "played back" for other listeners). The stone holds these sounds forever or until it is destroyed. It cannot be used to record other sounds, nor can the sounds be magically silenced or altered without shattering the stone. Such stones can and have been used to record solemn agreements, promises, speeches, whispering conspirators and lovers, and bardic performances. Depending on what a stone has recorded, it may be worth many tens of thousands of gold pieces and that price paid gladly.
- Laeral's Tears: Named for the famous sorceress Laeral, these soft, brittle, colorless fancy stone crystals tend to be large and to keep a glossy, magnificent finish. This stone is the rarest and least- known of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells) and has another important magical use: If prepared by a complex, secret process known to a few senior witches of Rashemen (and involving the casting of many spells), these gemstones can absorb the harm done to warriors who wear them into battle until the stones shatter, exhausted (whereupon they cease to instantly heal all wounds, leaving the warriors to fend for themselves).
Lapis Lazuli: Lapis lazuli is an opaque, dark to sky-blue ornamental stone with gold flecks. The deeper blue the stone, the more highly it is prized. Incorrectly called lazurite in the South, lapis lazuli is usually cabochon cut and polished to show off its golden inclusions. Often the cabochons are carved into fanciful shapes such as scarabs, unicorns, or griffons. Lapis lazuli is the best gemstone to use for a periapt of health if one cannot get or afford a ruby, and when powdered, it becomes the principle base ingredient in the making of potions of heroism and super-heroism.
- Lumachella: Also known as fire marble, this hardstone is a rare, dark brown fossil marble variety containing small, iridescent, opal like snails. (Lumachella means little snail.) Powdered, it can be used in the spell inks or as a casting component for both water breathing and airy water spells.
- Luriyl: A soft stone, easily worked and widely used, luriyl is also known as apatite. Found in crystals, this semiprecious stone commonly yields attractive faceted gemstones of vivid yellow, green, and yellow-green and on rare occasions comes in hues of blue and purple. Large specimens of blue or purple command high prices (commanding six times the price of the other luriyls or more) and are often used in necklaces, pendants, belts, and as insets in gowns or cloaks. Luriyls glow and vibrate slightly when touched by a magical tracer or scrutiny (any form of scrying or a clairaudience spell, for instance) and hence serve as warnings of unseen eavesdroppers.
- Luspeel: Also known as magnetite, this magnetic hardstone is used in temple furnishings for effect (to awe the faithful by tugging on their ferromagnetic metal items) and also has many uses in the making of magical items. In particular, its use is considered vital by many for the proper tempering of swords that will be endowed with several enchantments.
- Lynx Eye: Lynx eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of stones is pale to dark gray and has patches of colored reflections. This flash is most commonly blue but can be of any shade. Green-flash labradorite is called lynx eye. Lynx eye is usually cabochon cut and fractures easily, so that most of these ornamental stones are less than an inch in diameter. Dissolved in griffon blood or the tears of a catoblepas, lynx eye gemstones form either a base for all healing or necromantically helpful potions or a valuable alternative ingredient in the making of Keoghtom's ointment.
- Malachite: Malachite is a green ornamental stone with striations of darker green. It is related to azurite, which is bluer in hue, and is usually cabochon cut to provide poorer folk with jewelry. It is (falsely) rumored to prevent falls, and to help sales is often set on rings of feather falling and the like as an ornament, Its true magical use is as a material component in priest spells of the elemental sphere and wizard spells concerned with ice, cold, fire, and heat. Powdered, it is a valued ingredient in enchantment baths for items concerned with warmth, fire resistance, and cold resistance.
- Malacon: This glassy brown variety of zircon is found in crystals and provides large faceted gemstones. This semiprecious stone is hard but easily chipped and so is not used in rings or the like; the large gemstones its crystals yield see most service as room adornments rather than for wear. Malacons have an unusual magical use: Those who know how to modify the castings of their spells can choose to cast them into a malacon for release later in one of three ways: when the gemstone is cracked or destroyed by being dropped or a struck; when the caster touches the gemstone and wills the spell to come forth (whereupon the gemstone vaporizes and the magic is launched under full control of the caster or when a period of time set by the caster during the initial casting expires (whereupon the gemstone dwindles away to nothing and the magic within is launched in accordance —as to the target, specific location of the area of effect, and so on—with the directions set down during the initial casting). Malacons can thus be used to create death traps, unpleasant gifts, or turn ornately furnished rooms into defensive strongholds for the caster. Note that specialized spells are necessary to call forth a magical spell from a malacon if one is not the being who originally endowed it with a spell.
- Marble: Also called calcite, marble is widely used in the Realms in sculpture, construction, and building ornamentation because of its beautiful colorations (white, black, gray, and pink, among others), its ability to take a polish, and its abundance. This hardstone is extremely heavy, but it is easily quarried in precise dimensions without fracture or wastage. It is porous but (so far as is presently known) is magically inert.
- Meerschaum: Also known as sepiolite, this hardstone is very light, porous, compact, and white, and can be quarried and transported in large pieces without much equipment. It is used in the making of pipes and other small carvings. In magical processes, it may be converted (by the use of a wizard's spell known as stretch- bone) into the missing bones for a skeleton, becoming indistinguishable from real bones. (Thus, a priest could successfully employ an animate dead spell to activate a skeleton that contained only one real bone, the rest being meerschaum.) There are rumors that certain wizards can cast clairaudience and wizard eye spells through distant pieces of this stone that they have previously prepared, and the usual legends about horrific necromantic uses that any bonelike substance attracts exist about it, but details of these latter matters remain either secrets or conjecture.
- Mellochrysos: Mellochrysos is a vivid yellow variety of zircon found in large crystals. In the Realms, these are seldom cut, but rather they are polished as is and mounted in metal claw settings for rings, brooches, and knife hilts. This semiprecious stone is hard, and when left in crystal form, mellochrysos resists chipping. Its magical use comes from its reaction to a light spell: If a mellochrysos stone is held in an open flame within a day of a light spell
having been cast on the gemstone (the spell can also have just been cast on the gemstone or have been cast some time ago but still be in effect), a single flame rises from the gemstone. The gemstone fuels that flame for up to 12 hours, dwindling away very slowly and the flame thus produced is not extinguished by wind (including magical breezes) or water (even immersion). An adventurer can therefore carry a flame while swimming underwater or employ the gemstone as a long term light source. It is also ideal for starting fires particularly fires designed to harm enemies or their property because the ignited gemstone can easily be thrown into the midst of flammables or hidden away where its flame is not discovered until too late. Would be arsonists should be aware that there is a counter to such gemstone flames: the gemstone phenalope.
- Microcline: This feldspar ornamental stone is usually tumbled or cabochon cut. It is deep green to blue-green in hue and is sometimes referred as amazonstone. Tiny cleavage cracks within the gemstones reflect light so that a polished microcline stone visibly shimmers. Microcline crystals cleave easily, and finished stones may split if handled carelessly. Powdered and dissolved in the sap of any deciduous tree, microcline is the most versatile and abundant alternative to octopus and squid ink as a base for spell inks.
- Moonbar: Moonbar crystals are pearly white, opaque gems found in desert and tropical areas of Otara. Moonbars are naturally large and rectangular with curved corners. They have a smooth, shiny surface, and so when found and washed clean, specimens are immediately suitable for use as decorative stones. Cutting a moonbar to finish the stone is only required when fragmentary moonbars are found. The largest known moonbar serves as the lid of an unknown king's casket in a barrow on the Trollmoors and is almost 7 feet long, but most of these gems are approxi-mately 1 foot long and 4 inches wide. Powdered moonbar is used in ink formulae, potions, and spell components in magic concerned with the control, healing (or cobbling together of disparate bones), and creation of undead. It can serve in the place of important but missing ingredients relating to necromancy.
- Moonstone: Moonstone is an opaque, white, semiprecious feldspar gemstone usually polished to a bluish sheen. Moonstone glows faintly with captured light for an hour or so in darkness after surrounding or nearby light sources (for example, a torch) are gone. Folk legends say (falsely) that merely seeing this stone forces a lycanthrope into his or her animal form, but magical items that control lycanthropy, affect lycanthropes, or protect against lycanthropy often use moonstones as ornamentation. To dream of moonstones, seers say, is a warning of danger. These semiprecious stones are also considered sacred to Selfine in her faith. The only true magical uses of this gemstone are (in powdered form) as a material component in many spells involving barriers or abjurations, and in many evocation spells as a source of magical storage and sudden, thrusting redirection of that energy. With careful experimentation as to amounts, a wizard can substitute moonstones for many of the nonorganic material components called for in such spells.
- Moss Agate: This pink to yellow white agate quartz has fernlike, gray-green manganese inclusions that make it look like a white stone covered with moss. It polishes well, and is sometimes used in coffer inlays or even (when the growths form eyes, circles,or other striking or meaningful shapes) as a ring or pendant jewel. Moss agate promotes serenity and stability. Ground into a fine powder, it serves as an ingredient in medicines that bring on enforced deep sleep, and in the making of all potions, it causes substances that normally clash to mix together in stable tranquillity and so is always a safe additive, removing any possibility of an explosion or of a failed potion being poisonous.
- Mykaro: Also known as smithsonite, this massive semiprecious gemstone can be yellow, straw yellow, pale brown, reddish brown, green, blue, and blue-green. It is brittle when in crystal form, but is both soft and durable when found as a crust in a rock cavity; such crusts can be 2 inches thick and cover a huge surface area. It is usually cabochon cut, particularly if it is patterned with thick bands of varying colors, but it is sometimes faceted. In any form, these gemstones can magically cure blindness if they are powdered and mixed with any nonalcoholic drinkable, the viewing eye of a wizard eye spell is then passed through the mixture, and the afflicted being then imbibes the mixture within 1 turn. The cure takes effect in 1d4+1 rounds unless eyeballs must be regenerated, which slows the remedy until it takes 1 turn.
- Mynteer: Mynteer is the name given to phenakite, a hard, colorless, and rare gemstone. This semiprecious stone occurs in crystals, usually with inclusions. Because of this, the crystals yield only small faceted gemstones. Its magical use is as a spell ink ingredient for magics concerned with levitation, telekinesis, and other constructs of force that move, hold, or carry things (such as unseen servant spells, Tenser's floating disc, and so on).
- Nelvine: Nelvine is the common name of albite, a variety of white feldspar. It is soft and fragile, but easily cut with crude tools. It is found in large amounts in older rocks. Nelvine is occasionally called pigeon stone due to its white, cream, fawn, or brownish- pink color. This ornamental stone exhibits a beautiful celestial blue flash of iridescence known as peristerism. It sees magical use as a spell or spell ink component in magics that disguise or change the appearance of an object or being (without altering such an item's or person's its true nature).
- Nune: Translucent, brown crystals also known as staurolite, cross stone, or fairy stone, nunes occur in small, cross-shaped crystals up to 1 inch across either arm in size. The crystals of this ornamental stone are commonly polished to a smooth sheen and pierced to be worn as pendants or linked to form bracelets. Nunes are prized by wizards as a powdered ingredient in the spell ink of the dispel magic spell and in the bath that a wand of negation is immersed in during its formative enchantments.
- Obsidian: Also called natural glass or volcanic glass, obsidian is a hard, glossy, and black ornamental stone. It is volcanic in origin. While it is often chipped into arrowheads or, in larger chunks, used to make weapons, serving as a blade or club, the ornamental grade of stone is usually polished and smoothed. (Waterdhavian parcel-binders wear rings with obsidian roundels for easily snipping twine on the insides of their fingers.) An inferior form of obsidian (stones of decreased value) is called pitchstone and is both duller and rougher than volcanic glass; it is used for many grinding purposes. Many folk wear polished and tumbled obsidian for adornment, either as jewelry or as inlays on copper or bronze bracers and pectorals. Obsidian is one of the most favored materials for the carving of small figurines and ornamental fingerbowls. Obsidian is too fragile for most magical uses, but can be employed as a material component in various wizard spells that emulate the famous priestly blade barrier magic. It is used in the making of the famous obsidian steed figurines and is the best known of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells).
- Octel: Also known as scheelite, this fancy stone occurs in soft crystals that yield sparkling faceted gemstones of pale yellow or orange hue. Larger, irregular octel crystals are sometimes mounted on silver for wear as pendants (some jewelers call them "savage fire"), used for slicing and polishing as inlays, or carved and mounted. Octels that have been touched to a ring of free action are called "awakened." They glow with an inner fire bright enough to illuminate their surroundings to a distance of 2 feet when taken into darkened areas. More importantly, they prevent all manner of paralyzation and hold magics from affecting anyone touching them or bearing them. These "awakened" properties are permanent, once gained.
- Onyx: Onyx is an opaque agate of black or white hue or bands of both colors in straight lines. This semiprecious stone carves and wears well. In addition to being finished into gemstones, it is often used for figurines, statuettes, and game pieces, including the magical onyx dog. It is one of the "nine secrets" (types of gemstones that can be transformed into ioun stones by the proper spells). Contact with onyx aids in safe, relatively painless childbirths, but the stone is otherwise considered unlucky.
- Oolite: A quartz variety which occurs in minute spherules, this ornamental stone is solid brown in color and is very similar in appearance to wave-patterned algae gemstones. Oolite spherules (or ool stones, as they are known in the Inner Sea lands) are commonly up to 1/16 of an inch in diameter and are too small to be cut. They are usually polished to bring out their color and mounted in silver jewelry, particularly tiaras or pectorals, to form patterns or the eyes of chased and sculpted figures. Powdered ool stones are a valued ingredient in the castings and spell inks of purification and neutralization magics.
- Opal: Opaque, smooth gems, opals are pale blue with green and gold mottlings. They. are related in type to fire and black opals, but are only slightly more common. Opals are used in a number of magical items and spells, including helms of brilliance. Opal is almost a universal component in items concerned with the storage of spells so that they can be released later without loss of efficacy or alteration of effect; it can be used as a replace component when other components are lacking. Enchanters are warned never to employ opals in the making of items that evoke both fire and lightning or an immediate chain of small but deadly explosions occurs. When employed in a magical process, opal is best used at twilight.
- Ophealine: Ophealine is also known as axinite, glass stone, or (if violet) yanolite. Ophealine is cut in facets, and although it does not possess one of the most attractive gemstone hues, it can yield finished gemstones of considerable size that are both hard and durable. On the streets of Waterdeep, such gemstones are once known as knuckle stones because they are often sharpened and worn on rings to serve as punching weapons. When worn, ophealine prevents all manner of magical hold spells and para- lyzations from taking effect and is in fact so deadening to magic that it cannot be used in any castings or spell preparations or the magic fails.
- Orbaline: Also known as benitoite, this blue to colorless, soft precious stone shatters easily and is usually found in fragments. These can yield small faceted gemstones, but orbaline is most often used in inlays in statuettes and small ornamented boxes and coffers. Orbaline renders objects (but not living things or undead) it is in contact with resistant to fire, giving them a +4 bonus to all item saving throws vs. normal fire and a +5 bonus to all item saving throws vs. magical fire.
- Orblen: A mineral unique to the Realms, orblen crystals yield deep golden gems of large size that can be faceted or cabochon cut. The hue of this gem has earned it the nickname "honeystone," and it is much favored in the Sword Coast North. Though found in large masses, it is quite rare. If any healing spell is cast into it, an orblen radiates a warmth and a golden radiance of 60-foot radius for 12 turns. Anyone in this radiance is affected as if they had imbibed a potion of vitality; beings who remain within the radiance for at least six consecutive turns also are cured of 2d6 points of damage. If any invocation/evocation school or combat sphere spell is cast into an orblen, however, it explodes in a triple-strength meteor swarm, hurling 12 2-foot-diameter, fiery spheres that cause 10d4 points of damage each outward for 20 feet in all compass directions—with the same overlapping effects as the 9th-level wizard spell of the same name.
- Orl: A gem believed unique to the northern half of Otara, orls are found only in "blue caves" such as those at Wheloon. Orls occur in the softest rock as sharp-edged, spindle-shaped, symmetrical crystals. These crystals are of red, tawny, or orange hue, but red- hued orls are the most valued. Some orl fanciers prefer to wear the unfaceted, natural crystals rather than faceted cuttings, but most orls are finished into faceted forms. Those who work with magic know orl as a potent explosive: When powdered and Mixed with powdered black opal and then introduced to any open flame in a particular way, the result is a violent explosion that does 6d8 points of damage to all within 10 feet, 4d8 to all 11 to 20 feet distant, and 2d8 to all 21 to 30 feet distant. A saving throw vs. petrification is allowed to sustain only half damage, and whether owner's save or not, items must make a successful saving throw vs. disintegration if within 10 feet or against crushing blow if 11 to 20 feet away or be destroyed. Items need not save if beyond 20 feet from the blast.
- Orprase: The common name in the Realms for pollucite, orprase is a brittle, colorless or faintly straw-yellow gemstone of medium hardness. This semiprecious stone is found as clear areas in fragments of rock and yields faceted gemstones of small to middling size. Orprase is in high demand by followers of Loki and a small but growing number of adventurers who have learned a secret of that faith: If orprase is powdered and mixed with wine that has been consecrated to Loki by a full priest of the god and the mixture (of at least 3 ounces of liquid and one gemstone) drunk, the imbiber gains a +6 bonus on his or her next saving throw or ability check (however far in the future that may be).
- Pearl: The product of oysters and other mollusks, these precious stones are layers of aragonite formed around a bit of grit or other irritant. The resulting pearl has a rich, deep luster. Most pearls are white in the Realms, though rare and more valuable versions come in different colors. (Rainbow and black pearls are the most valuable.) Pearls of exceptional size (3 inches or morel are usually marred or otherwise less valuable, though in one extreme case a head-size, perfect pearl was enchanted and turned into a crystal ball. Pearls are the material components of several spells that transform acids into harmless water and of the neutralize poison spell, as well as being a component in many more generalized spells. Pearls are the basis for three well-known magical items (the pearl of power, the pearl of the sirines, and the pearl of wisdom), and when powdered, pearl is also valued for use in the enchantment of all magical mirrors.
- Peridot: This translucent version of olivine is usually olive green in appearance. It is normally found in basalts and with other quartz deposits. It is a precious stone often used in abjuration spells and items which provide protection against spells and enchantments, and it forms a versatile, "good-as-the-original" spell component in such spells and items, as follows: One peridot per level of the spell to be cast or spell level of the magic to be warded away by an item must be employed (and consumed) in the casting or making.
- Phenalope: Also known as rhodonite, this rose-red or pink semi-precious gemstone related to rhodochrosite is occasionally found in deposits large enough to yield cut slabs the size of books, which are shattered, tumbled, and then cut into attractive faceted gemstones. Phenalope prohibits all magical flames (including explosive effects such as fireballs) from igniting or remaining alight within 60 feet, and so it is included in the polished floor mosaics of many palaces and grand houses. (An Unleashed fireball spell would manifest only as a momentary flash of light and a puff of smoky vapors outlining the edges of where the fiery blast would have occurred.) Phenalope also inhibits or extinguishes nonmagical fires. Such fires within its radius of effect have a 6 in 8 chance of extinguishing themselves per round, unless the fire is oil-based (whereupon the chance falls to 4 in 8). Once a normal fire is out, no reignition can occur.
- Pipestone: Also known as catlinite, this soft, easily carved brown- to-red hardstone has a single odd magical property: It can be substituted for wood in the casting of any wizard (not priest) spell.
- Psaedros: Psaedros is the more common name for lepidolite, a soft lilac to mauve to pink mica used in carving. With time, this hardstone's colors fade, especially in strong sunlight. Psaedros is used in the carving of cheap coffers, statuettes, bowls, and the like. Its only known magical property is that a priest can use a hand-sized or larger total mass of it to replace both the fire and the holy water as the material components of a wind walk spell.
- Rainbow Obsidian: Rainbow obsidian is an obsidian variety in which all colors save yellow are included in the black or gray base, sometimes in pronounced bands or spangles. These semiprecious stones are usually tumbled into irregular gemstones. Like other obsidian, rainbow obsidian is hard but brittle and rarely finds use in places that receive wear. Its magical use is as a pass stone for prismatic magics: It can pierce the various shells of such spells without ending them or suffering harm and can bring inorganic materials that it is fastened to with it. (In other words, a rainbow- obsidian-tipped weapon could strike through a prismatic wall, but a living person or undead creature wearing a rainbow obsidian ring would not escape the normal effects of the prismatic magic.)
- Raindrop: The common name given to cassiterite in the Realms is raindrop, which refers specifically to the flawless, colorless crystals or areas in larger, dark brown cassiterite crystals. These crystals can yield small, hard, durable faceted gemstones. The precious stones are usually fashioned into teardrop shapes polished to a velvety smoothness and used on cloaks and other garments for decoration—hence their name. Dark brown cassi- terite is much less valuable and known as woodtine. Raindrop and woodtine shares the same magical property: They temporarily darken when touched to any gemstone, metal, or stone that has previously borne a deliberate enchantment (as opposed to just being touched by an unleashed spell), but no longer does. Raindrops (and woodtine stones) are more sensitive than the various magical detection and tracer spells, which tend to betray only the strongest of residual, exhausted enchantments as well as active or waiting, untriggered magics.
- Ravenar: Ravenar, a glossy, black variety of tourmaline that is also called schorl, is highly valued in the northern half of Otara. The gem is less prized in other lands, where it is rare and carries little value. Ravenar is commonly used for inlay work on daggers, buckles, and the like. It shares the magical property of all tourmalines: If any sort of spell is cast into a ravenar (regardless of level or class), the gem "drinks" the spell and transforms it into an instant burst of lightning bolts: three 6d6, straight-line bolts that radiate out from the ravenar in any directions desired by the caster, consuming the ravenar in the process.
- Red Tears: Also called Tempus' weeping, these teardropshaped, glossy crystals of vivid cherry-red, blood-crimson, or fiery orange hue are thought to be unique to the Realms. They are found in deep mines or gorge walls where old rock has been exposed. Legends say they are the tears of lovers shed for their beloveds who were slain in battle stained red by the spilled blood of the fallen. Red tears can be used as a universal substitute for all material components of healing spells (provided they do not need to be specially constructed) and as an ingredient in the inks of spells concerned with mending objects.
- Rhodochrosite: A translucent, pink stone with a glassy luster. Rhodochrosite is usually tumbled smooth and polished, displayed in pendants and rings. Rhodochrosite is a pink, glassy, translucent ornamental stone that is usually tumbled smooth and polished for wear in rings and pendants, though at times it is left irregular. Its magical use is as an aid in healing. If powdered and consumed in a special tea, an eyeball-sized "rosenstone" has a 20% chance of acting as a neutralize poison or cure disease. The entire batch of tea must be consumed by one being to gain the possible benefit.
- Rock Crystal: Rock crystals are clear, transparent stones that are generally softer and less wear-resistant than higher-priced gemstones; it sees more use as adornment on furniture and crowns than as everyday jewelry. Rock crystals of particularly fine grade that is, lacking any impurities are used for optics and prisms (such as eyeglasses, magnifying eyepieces, and spectacles). In magic use, rock crystal is commonly employed as a component in spells that call for gemstone material of a particular value without specifying the gemstone type. When properly treated (by two minor but secret spells and Veladar's vambrace), it becomes molten, so that it can be melted together with other rock crystal in the same way that glass can be fused and then becomes so hard as to be usable for mace heads, rock climbing spikes, and spear or ram heads.
- Rogue Stone: Rogue stones are small jewels of a shifting, rainbow-colored, iridescent hue. Their fluid shades of color appear almost liquid under normal sunlight. Rogue stones are extremely rare and always found as singleton gemstones among others in gemstone hoards or in cold regions or underwater in swamps; no more than one is ever found in one place at one time. No one has as yet managed to determine in what sort of rock they are most likely to be found. Rogue stones cleave into natural facets, and it is these surfaces that are iridescent. Some primitive human tribes believe rogue stones to be the sentient essences of dragons or mighty heroes, but sages hold this view to be folk nonsense. Rogue stones are (correctly) thought to increase the chance of magic going wild in their vicinity and are used for the fabled gemjump spell.
- Rosaline: Also known as unionite, thulite, or pink zoisite, this ornamental stone is found in either in massive, soft quantities about the size of a human head or in small, harder crystals displaying vivid trichroism: the exhibition of three different colors when viewed from three different angles. The soft variety is cut in 1-pound blocks for trading and later cabochon cut for final sale. The trichroic type, which most often displays either purple, blue, and red or purple, green, and red hues, is cut into facets. Large trichroic crystals have brought higher prices when fashions have turned to brooches and rings adorned with rosaline. (Treat the trichroism variety as a higher value stone.) Certain of the three colored crystals have a magical use: If borne by a being who comes into contact with any prismatic spell, they vanish, but each crystal consumed also negates one layer of the prismatic magic (outermost layer first, and so on). The difficulty is that most rosaline crystals do not have the right nature (color mix) to work in such situations, and identifying the rare "correct" stones is a deadly process that consumes the stone while testing it.
- Ruby: This rather common (in Otara) clear to deep crimson red corundum stone is highly valued because of its sparkling shine and vivid hues. From least value to greatest, it can be found as a clear stone, crimson, or deep crimson. Of about every hundred rubies, one has a white star at its heart and is known as a star ruby. Folklore generally holds rubies to be lucky objects. Spellcasters know that all items concerned with improving personal fortune in specific instances (that is, anything that augments ability checks, saving throws, or system shock/resurrection survival rolls) can be made with a +25% probability of the enchantment succeeding if one ruby per item function is powdered and used in the enchantment process. (If an item has multiple functions but only one ruby is used, its boon is a +10% bonus.) Ruby dust has a myriad of magical uses, including a key role as an ingredient in spell inks in spells of the elemental and sun spheres or the abjuration, alteration, and evocation schools. It is particularly effective in such uses when employed at "the time of summer sunset." Rubies are essential features of a helm of brilliance and are the preferred gemstones in any item concerned with healing. Correctly used, they can ward off lightnings and earthquakes (both natural and magical), and in very rare instances have been found to contain creatures hitherto unknown in Otara creatures that live and grow rapidly once the gemstone is shattered with enough care to release but not harm them.
- Rusteen: Also known as microlite, this dark reddish brown to pale brown precious stone is much prized for its durability. It is used to adorn swords, armor, and even shields. Its magical use is as a spell component of wall of force and forcecage magics.
- Saganite: Saganite is a variety of chalcedony with numerous straight, needlelike inclusions of a different color. It is usually ivory or yellow in color with brown or greenish black needles, and the needles often radiate, starlike, from a common center. Saganite occurs in large deposits and is often sold in fist sized or larger chunks. In Amn, one may hear two tradespeople discussing the sale price of "a fist of saganite." This ornamental stone is sometimes called needle stone, love stone, or hairstone. Saganite added to the material components of all spells that involve explosions or outbursts of flame as their direct spell effects augments the usual damage dealt by the spell by an additional 1 point of damage per die.
- Samarskite: Samarskite is a hard and heavy, velvet-black rare- earth mineral with a metallic luster. These semiprecious stones are cabochon cut for use as mourning gemstones or in black ceremonial finery in the Realms. In either use it has the same magical function: The presence of samarskite anywhere on a being diminishes all damage done to that being by any undead attack by 1 point of damage per attack or, if an attack causes multiple dice of damage, per die of damage.
- Sanidine: A feldspar gemstone that is pale tan to straw yellow in color, sanidine is found on the surface of gravel screes or sand dunes. This ornamental stone is cut into faceted gemstones of a size to be set in finger rings or smaller and is a favorite of nomadic desert peoples, such as the Bedine. If present in solid form as large as the caster's thumb (or greater), it can serve successfully as the sole spell component for all spells involving either water or purification (provided a component need not be specially constructed).
- Sapphire: Sapphire is a brilliant blue, translucent corundum mineral. Sapphires vary from a clear, pale blue to a radiant azure. Sapphires augment enchantments. and so are widely used in the making of magical swords and other magical items, especially those related to magical prowess, the mind, and the element of air. An important exception to this boosting is magic that causes fear, anger, despair, or insanity: The wearer of a sapphire is partially protected against such effects. In magical processes, sapphires are best used at midmorn.
- Sarbossa: This ornamental stone bears a wide variety of alternate names: thomsonite, lintonite, comptonite, ozakite, eye stone, or fire rock. It is found in small nodules of up to 1 inch in diameter in small cavities in rocks formed during volcanic eruptions. Sarbossa is fibrous and therefore is both tough and soft. It is basically grayish green in hue but is sometimes beautifully colored with rings of pink, red, white, and green. When used as a component in spells that involve transformations of the shape of a spell victim or recipient, any amount of sarbossa adds 1d2 rounds to the spell duration.
- Sardonyx: Sardonyx is a form of onyx with alternating bands of carnelian in a red and white pattern. This semiprecious stone is used in spells and in creating magical items which affect Wisdom. It has the same magical uses and properties as the jewels known as kings' tears and is also one of the "nine secrets" (gemstones that can be transformed into ioun stones by the proper spells). Sardonyx gemstones sometimes guard against magic missile damage, but this is not a reliable protection.
- Satin Spar: Also known as feather gypsum, this extremely soft but sparkling and easily polished ornamental stone is too fragile for wear. It is white, pink, pale orange, or pale brown in hue. It can readily be dyed to any hue at the cost of its sparkle and is often used in gemstone carvings. It has the sole magical property of partially negating magic missiles: Any such missile vaporizes a satin spar stone worn, carried, or touched by its target being, but deals only half damage to that being.
- Scapra: This name is given to the finest scapolite stones: pale to medium yellow fancy stones that are soft and easy to cut into facets, but also too soft for use in rings or on clothing. Scapras have a very specific magical property: When added to the material components of a guards and wards spell (and consumed in its casting), they permit the addition of either another one of the five possible "additional magical effects" (either a duplicate of one chosen by the caster or another effect) or a phantasmal force (usually an illusion of a guard, monster, glowing eyes, or a menacing wiz-ard is chosen). One addition per gemstone can be made to the warded area, with a limitation of another five additional effects.
- Serpentine: Serpentine refers to a wide variety of related minerals known more precisely as williamsite, ricolite, verde antique, picrolite, taxoite, bowenite, or poor man's jade. Those varieties used extensively for carving are traded as serpentine stone. The most common usage of serpentine as a semiprecious stone in the Realms refers to the finest translucent, vivid, pure green williamsite. This intensely green stone is cut into faceted gemstones or cabochons. Serpentine of this type is most widely used in cabochon form and is set into ornamented weaponry, armor, and harnesses, rings, and courtly jewelry of all types. This type of serpentine confers magical protection equal to that afforded by a priestly resist fire or resist cold spell. Each stone functions once against cold and once against fire, automatically and regardless of the bearer's wishes, and then crumble into useless, ashen dust. If a being wears multiple serpentines, only one acts to protect in a trigger situation, not all of them.
- Serpentine Stone: Serpentine ranges in use from being cut into fine faceted gemstones to — in less valued forms such as this dark green hardstone variety—being carved into ornamental screens, furniture inlays, and such items as the serpentine owl. Also known as verde antique, this carving hardstone is really a group of very similar stones. Three of them share the same property as the gemstone known as serpentine: They afford the same magical protection as a priestly resist fire or resist cold spell. Each piece of the right sort of serpentine stone functions once against cold and once against fire, automatically and regardless of the bearer's wishes, and then crumble into useless, ashen dust. If a being carries, is in contact with, or wears multiple serpentine stones, only one act to protect in a trigger situation, not all of them. Unfortunately, only jewelers, expert miners (such as most dwarves), and wizards and priests experienced in working with this particular material can tell the right serpentine stone from the wrong (magically inert) sort.
- Shandon: Also known as natrolite, this fancy stone occurs in slender, colorless crystals that yield tiny faceted gemstones used by skilled clothiers to adorn veils and robes with ornamentations to impart the effect of beads of water glistening on the material. Such gemstones fetch their true value only when sold to gemcut- ters and others familiar with them; they are too small and colorless to impress the eye of the uninitiated. When an ironguard spell (which renders the subject's body immune to all metal weapons, which move freely through the body as if it were not there) is cast on a single shandon stone that has already been affixed to a garment on which there are at least six other shandons, the ironguard effect becomes a permanent effect of the garment, protecting whoever wears it. Note that the effect does not extend to body areas not covered by the specific garment and that a poisoned metal weapon still introduces its poison into the body that the metal blade cannot harm. (The garment is also invisible to metallic items, which do not catch on it.) If the enspelled shandon is ever crushed, shattered, or becomes separated from the garment, the magical effect is ended.
- Sharpstone: Sharpstone is another name for novaculite, a quartz variety that occurs in various colors. Commonly quarried as a gritty sharpening stone, it is sometimes fine enough for gemstone use (as an ornamental stone) when a high-grade chunk is cabochon cut. It is difficult to polish to a high luster since it is both hard and dense, but it can yield large stones. It has the magical property of increasing the radius of spell effects by 10 feet at the cost of 1 die of damage (or, if a spell does not do direct physical damage, of 1 round of spell duration). Any amount of sharp- stone consumed in a casting has this effect; large amounts or multiple stones cannot increase its efficacy.
- Sheen: Sheen is a variety of obsidian that has many minute, spangly inclusions ranging in color from mahogany to russet to silver and gold. The most valuable of these, gold sheen, is a semiprecious stone, but most forms of sheen are merely ornamental stones. Sheen is usually tumbled if it is large in size and attractive or cabochon cut if smaller or possessed of flaws that a skillful cutting could eliminate; it can be polished to a glossy, gleaming finish. Sheen added to any type of spell that creates a radiance allows the caster to precisely control the hue of the spell effect. When added to invisibility magics, it increases the duration of such spells by 1d3 rounds.
- Silkstone: A quartz ornamental stone, silkstone is a special, fibrous variety of tiger eye which has a faint sparkle. It is found in many colors, yellow being the most abundant, and can be cabochon cut, tumbled, or engraved to make seals for nobles and merchants. To priests and mages, powdered silkstone is an reliable substitute component in the casting of spells, and the making of the inks to write them, concerned with life-energy draining and restoration. Silkstone is also sometimes worn around the neck to ward off spirits. This is more folk tale than fact, but it is true that the undead creatures known as shadows always hesitate for 1 round when they confront a being wearing silkstone. (This hesitation ends abruptly if the silkstone wearer attacks them, but does allow the gemstone wearer to flee untouched, to get out a weapon or item of gear from a backpack or other awkward storage spot, or to launch the first attack.)
- Sinhalite: A rare stone, sinhalite is found only in streambed gravel or the deposits left by vanished streams as pale straw yellow to yellow brown waterworn pebbles. This fancy stone yields cabochon gemstones up to 1 inch in diameter known as sinhalas. Sinhalite has only one magical property: No sort of magical darkness can form or persist within 20 feet of a sinhala.
- Skydrop: The common name given in the Realms to clear or lightly colored tektite material, especially fragments of glass of celestial (meteoritic) origin found in the vast shifting sands of Anau- roch and other deserts. Such semiprecious stones are usually buffed and polished to sparkling clarity and fixed in claw mounts to be worn as pendants or teardrop earrings. They render any beings touching, carrying, or wearing them immune to petrification.
- Smoky Quartz: Also called cairngorm or moorland topaz, smoky quartz ranges from a gritty yellow to brown or black in color. As a black gemstone, it is called morion and used by necromancers. This semiprecious stone is usually brilliant cut into faceted gemstones. Often found in quite large masses, it is much used as a weapon adornment, but only its morion form sees magical use as a spell ink ingredient and spell component in all necromantic and necromancy magics, bone tinctures, and bone-strengthening baths, especially when bony material is to be incorporated into a permanent magical item.
- Snowflake Obsidian: Snowflake obsidian is a brittle, weak, volcanic, black glass with grayish, flowerlike inclusions that resemble snowflakes if the stone is properly cut. This ornamental stone is found in large deposits and either tumbled to gemstone form for sale or sold as quarried in large, irregular chunks (trade blocks) of up to 25 pounds. It is sometimes carved into small figurines. If worn or carried on an outer surface of a being or item, a thumbnail-sized or larger piece of snowflake obsidian reduces any damage done by a dragon breath weapon attack by 1d4 points per die, to a minimum of 1 point per die. The stone is consumed in doing so and has no effects on transformations or incidental effects of the breath weapon attack.
- Soapstone: Soapstone (also known as steatite), which comes in varied hues from white to green and is often dyed other colors, can be intricately carved and quickly brought to a warm, glossy finish. Too brittle and soft for extremely fine and delicate carving, this hardstone type of talc is easily worked by unskilled hands. It is reputed to have magical properties related to fire and the capture of warmth; but these remain (as yet) a mystery to my investigations.
- Sphene: Sphene is a soft, brittle precious stone easily worked by unskilled cutters (like scapra). It comes in various yellow to green shades, but a fine emerald green is the most prized hue. Sphene crystals can be cut into beautiful, sparkling, faceted gemstones of small and medium size. It has the little known magical property of warding off lightnings (including those borne of spells), causing saving throws against such effects to be a made at a +4 bonus and all damage rolls from lightning to be made at a penalty of -1 point per die.
- Spinel: A translucent, durable precious stone found in red (from the hot deserts of the South), blue (from lands east of Otara, and green (from the jungles of Chult and Mhair) hues. Green spinels are the rarest sort. Spinels that are specially crushed and ingested enable any spellcasting being to instantly recall the last spell it cast.
- Spodumene: A hard and quite durable stone, spodumene is also known as kunzite in its pink-to-purple varieties and hiddenite when emerald green in hue. This semiprecious stone is readily cleaved and can often be cut into faceted gemstones of great size. The kunzite variety suffers from a strange phenomenon: Its color fades with the passage of time to a pale shadow of its former self. Such variants of kunzite are called ghost stone. Spodumene has the magical property of opening wizard-lock doors and items upon contact, provided it is sprinkled with at least three drops of holy water. (The water is consumed at each functioning, but the gemstone is not.)
- Star Diopside: Star diopside is the most prized form of a hard, durable mineral that is rarely found in attractive colors. This mineral is usually too dark green in color for great beauty, but mountain- and streambed-pebble crystals of pale to medium green hue produce attractive semiprecious stones. (See dioptase above.) A few mineral specimens of darker green appear to radiate four or six-rayed stars when cut, and these fancy stones are rated at higher values for gemstone variation under this classification rather than that of dioptase. These starred stones are valued in both jewelry use and for mounting in palace, temple, and courtroom entryways, because they have the sole magical property of winking and flashing vigorously when any sort of active illusion/phantasm magic (in other words, a magically disguised person) passes within 10 feet of them.
- Star Metal: Star metal is another name for metallic meteorites. These hardstones are extremely rare and usually no larger than a human's thumb in size, though larger examples the size of an ogre's head or bigger have been found. Smiths have mastered the technique of forging star metal by adding small amounts of alloys of more common metals to make weapons of great strength and durability, ideal for taking enchantments. Combined with alloys such as steel, star metal adds to the sharpness and flexible temper of bladed weapons and is reputed to heighten the strength and duration of all enchantments laid upon blades of which it is a part. Because of this, star metal ore is valued in the thousands of gold pieces when obtained in large enough chunks to be worked. Star metal is classified as a hardstone because its innate value lies primarily in its transformed state, after it is melted and forged into weapons or armor. In addition to being so transformed, tiny pieces of star metal are sometimes sliced and polished for inlay work.
- Star Rose Quartz: This smoky, rose quartz is asteriated; that is, when cut, it reflects or transmits light in a starlike pattern. Aside from its jewelry uses as a centerpiece in pectorals and earrings worn by mature matrons and courtiers of "old family" standing, this semiprecious stone serves as an alternative spell component in all wizard spells of the abjuration school and all priest spells of the protection sphere that have or can use components (provided the components need not be specially constructed). When worn or carried as a stone, star rose quartz has a 14% chance of magically redirecting (turning) a spell directed at its bearer at some other target or area.
- Star Ruby: A variation of the ruby (red corundum), this jewel is less translucent than a normal ruby and has a white star highlighted at its center. Such stars are caused by the optical properties of the mineral crystal. They most commonly have six points, though other even-numbered combinations are possible. Of every hundred rubies, one is a star. This sort of stone shares the properties of the ruby, but it is the epitome of healing: If a wraithform spell is cast on a star ruby that has already received a knock spell, the gemstone becomes a thick, heavy red vapor. If this is inhaled by a mammalian being, it combines the effects of an elixir of health, a regeneration spell, and a heal spell. It cannot bring the dead back to life, but can instantly restore a being brought back to life by a raise dead or resurrection spell to full, energetic health and vitality.
- Star Sapphire: An exceedingly valuable variation of the sapphire (blue or black corundum), this jewel is less translucent than a normal sapphire and has a white star of four or more points highlighted at its center. Such stars, caused by the optical properties of the mineral, always have an even number of points most commonly six. For every thousand sapphires found, one is a star. Star sapphires are used in producing and ornamenting devices that offer protection against hostile magic. A star sapphire may be used as the material component of a minor globe of invulnerability or globe of invulnerability spell, and in each case increases the level of spells warded off by the barrier by one. If used as a material component in an antimagic shell spell (an enchantment normally requiring no material component), a star sapphire increases the duration of that spell by 14 turns, and maintains it while the caster slumbers (if need be). This gemstone has many other uses in the fashioning of protective items—far too many to even list here.
- Sulabra: The name by which argillite is more commonly known is sulabra. This hardstone is a soft, gray mineral halfway between slate and shale in its properties. It cleaves easily in planes and is of relative little value compared to other hardstones due to its hue and softness. It is widely used for inexpensive carvings, ornamental lintels, and the like. It is (so far as is known) magically inert.
- Sunstone: Sunstone is a feldspar ornamental stone closely related to moonstone. It is more properly known as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer variety suitable only for being cut cabochon. The cutting of a cabochon rarely yields a gemstone larger than %-inch diameter. Such gemstones have bright red or orange spangles (minute crystals) suspended in parallel in a nearly colorless background, giving the whole a rich golden or reddish brown color. Sunstones are prized for their ability to store light-related and energy-discharge magics of all sorts for later release by touching the stone and speaking the last word of the spell incantation, whereupon the magic erupts out of the stone at a target chosen by the will of its activator or at a random target (depending on how the spell was cast and if the activator concentrated on a target or not). This touch and utterance need not be made by the spell's original caster or even by a spellcaster at all. Such an activation destroys the gemstone.
- Tabasheer: This semiprecious stone is an opal-like silica found in the joints of certain types of bamboo. Tabasheers are irregular in shape and are usually tumbled and buffed to a velvet- smooth finish and worn as tiny stones in rings or fringe stones on jeweled pectorals or shawls. Most common in the South, tabasheer sees use as a trading currency there and when southern traders deal with barbarian tribes. It has the magical property of infusing beings with temporary extra hit points. If a tabasheer is crushed and a cure light wounds spell cast on the powder while it is on the tongue of (or in an open wound on the body of) a being, the being gains 3d6 hit points for 24 hours (or less, for each one lost is gone for good). Any damage suffered by an augmented being is taken from these phantom hit points first, but gaining them does not increase a being's level, spell abilities, saving throws, or anything else.
- Tchazar: Also known as aragonite, this soft, fragile straw- yellow gemstone is found in elongated, prism-shaped crystals. This semiprecious stone requires skilled cutting to yield faceted gemstones, and cabochon-cut tchazar is much less valuable than such faceted gemstones. (Tchazar gemstones revalued as ornamental are cabochon cut.) Any cut of tchazar has the same curious magical property: It clouds scrying magics from seeing anything but a blur within 2 feet of it. For this reason, coffers, collars, reading desks, locks, keys, and wrist bracers are often adorned with tchazars. If a tchazar shatters, its magical power is instantly lost.
- Tempskya: This hardstone is a form of quartz also known as petrified wood. The silicified wood varies widely in hue from black or white through red, yellow, tawny, brown, and sometimes pink. Like the original wood, pieces of tempskya vary in size from twigs to huge logs. Some examples of tempskya are difficult to polish because of differences in hardness across their surfaces, and most samples have fractures and inclusions of clear quartz, opal, or chalcedony. Tempskya of pretty grain and hue is sometimes cabochon cut and polished for personal ornamentation, but this hardstone is most often is cut into flat slabs, polished, and fitted for inlay work. Tempskya is known to be useful to wizards as an alternative material component in all spells concerned with petrification and enchantments that create magical items concerned with petrification.
- Thuparlial: Also called prehnite, this hard, tough, translucent volcanic ornamental stone can be found in various hues from rich green through pale greenish-yellow and yellow to brown. It is abundant in hardened lavas as a crust lining gas cavities in the rock, but only rarely is this crust thick enough or colorful enough to be cut into gemstones. When powdered, it is a valued ingredient in the spell ink formulae and casting components of pyrotechnics and heat metal spells and mages who have access to plentiful thuparlials continually experiment with the use of this gemstone as a replacement components for various fiery and heat related spells (so far without any reported success).
- Tiger Eye Agate: Tiger eye agate is a golden agate with dark brown striping; the coloration and striping give the ornamental stone its name. Legends state that unenchanted tiger eyes are useful in repelling spirits and undead creatures. This has never been proven to be true, but the buying public expects potions of undead control, the inks used to mark caskets and tombs to prevent their dead kin rising in undeath, and other items having to do with repelling or controlling the undead to employ powdered tiger eye agate, so many alchemists shrug and include it.
- Tomb Jade: This rare, highly prized gem is jade that has turned red or brown through being buried for great lengths of time. Buried jade can also be turned green if bronze objects are buried near it; jade of such hue is no more valuable than normal jade. Tomb jade can be powdered and used as an ingredient in potions of undead control or brandished by a priest who has failed in an earlier turning attempt it allows a second attempt at a +1 bonus.
- Topaz: Sometimes called the jewel of light because it prolongs faerie fire spells cast upon it so that they last 6d4 days, the topaz is a very hard, durable, golden, translucent precious stone found in large crystals in granite. Usually yellow or brown, it can be made pink or a bright light blue if exposed to great temperatures, such as by thrusting it into forge fires. Topazes are often mounted on protective magical items because the stone ensures that the item itself will be immune to breakage or a change in state (disintegration, petrification, melting or corrosion due to acid or fire, and so on). A topaz is the best jewel to use in the making of a gem of brightness because the enchantments used in the making of that item render it as hard as mithral. A topaz also has the natural property of storing any healing spell cast upon it without preparation; the spell is released by placing the gemstone into an open wound, where it melts away, or by powdering it and drinking it in milk or wine from a mithral goblet. (The container cannot be of any other metal or the draft is useless and the magic lost; topaz that stores healing magic has a distinctive cold, sour taste.)
- Tourmaline: Long-crystalled tourmaline in its multicolored varieties is considered a fancy stone and is abundant throughout Otara. The black variations are called ravenar; they are valued more highly and considered gems. Tourmaline hues vary from green to blue, brown, or red, all in pale shades. Often a tourma line crystal may display multiple hues, and in this case it is classified as rainbow tourmaline and is more valuable than purely monotonal stones. All shades of tourmaline share the same magical property: If any sort of spell, regardless of level or class, is cast into a tourmaline, the tourmaline "drinks" the spell and transforms it into an instant burst of lightning bolts: three 6d6-hp damage straight-line bolts that radiate out from the stone in any directions desired by the caster, consuming the tourmaline in the process.
- Tremair: Also known as hexagonite (a pink variety of tremo- lite), tremair is found in small, translucent, pink crystals that yield even smaller faceted gemstones. Sometimes sewn onto debutantes' gowns in Chessenta, Sembia, and Waterdeep to signal the unmarried availability of the wearer, these fancy stones do just what legends say they do: make anyone who wears them next to their skin immune to all magical curses.
- Turquoise: This opaque, aqua-blue ornamental stone most often has darker blue mottlings; elves especially prize specimens that lack such mottlings for use in sky-related spells. Turquoise gleams slightly when gold is nearby, and for this reason is thought to bring prosperity. It is also said to bring good luck; horsemen often place a sliver of this stone in a horse's harness to bring good luck and protect the horse from a misstep or trail hazards such as venomous pests. Mages use turquoises in the enchantment baths of items concerned with flight—and when so used, this stone is best worked in the foredawn.
- Turritella: Turritella is a dark brown agate (quartz) hardstone that consists of many small, silicified shells (all spiral-shaped and less than an inch long). This cheap alternative to marble is quarried in slabs and used for facings, inlay-work, and floorings, just as marble is. Many sages speculate that it should have a magical use, but (so far as is presently known) no one has yet discovered just what that use may be.
- Ulvaen: Also known as amblygonite, this soft, but shatter- resistant, pale to rich yellow fancy stone can readily be worked by the unskilled into large cabochons or faceted gemstones and so is very popular for jewelry. If touched to an open wound (or placed on the tongue, in the case of internal injuries), an ulvaen stone melts away in 1d4+1 rounds, regenerating the human, demihuman, or humanoid body it is contact with, in the following order: stop bleeding, restore organs, close wounds, regain lost hit points. For the efficacy of a particular ulvaen stone, roll 1d4. On a result of 1, the victim gains is healed of 2d4 points of damage, and the stone's power ends. On any other result, bleeding stops; roll 1d4 again. On a result of 1, 1d6+1 points of damage are healed, and the stone's power ends. Any other result means that any damaged organs are healed (as well as the cessation of bleeding roll 1d4 again. A result of 1 heals 1d4+1 points of damage and ends the work of the stone, but any other result means that all wounds are closed (in addition to ending all bleeding and restoring organs), and 1d4 must be rolled again. A result of 1 means the healed being is healed of 1 point of damage to end the stone's work, but any other result means the stone heals 1d10 points of damage.
- Variscite: Also known as lucinite and peganite, this deep to pale yellowish-green, translucent ornamental stone is found in nodules or in rock seams. It is cut cabochon, and on rare occasions displays gray and yellow bands and eyes (rings) when so cut. Variscite is poisonous to lycanthropes. If mounted on an arrowtip or blade, it triples the damage done by that weapon on its first strike (only) against a particular lycanthrope. (Thereafter, that individual lycanthrope suffers no further damage from variscite contact for one full day.) If worn as a gemstone, variscite can have a one-time damaging effect of 1d6+4 points only if pressed into an open wound on a lycanthrope or brought into contact with one's tongue; it must reach the bloodstream to do harm.
- Violine: A purple variety of volcanic gemstone found in patches mixed with other minerals, violine is cabochon cut or faceted into a baguette shape. Deposits of this ornamental stone occasionally yield gemstones of unusual size (as big as a human fist, for example). Upon contact with a being afflicted with mummy rot, violine in any amount is consumed, but it negates the mummy rot. If a mummy is brought into contact with any amount of violine, it suffers 4d4 points of damage. If this destroys it, the mummy dust that results is ineffective for magical uses.
- Water Opal: Water opal is a clear, translucent variety of opal with only a play of color to it, like oil on a clear puddle. Transparent opals without a play of color are known as hyalite. They are considered inferior and are those variations of the gemstone which are nigh worthless. Water opals are rare and valuable gems used as ornaments around mirrors and windows or in the crafting of magical scrying devices (such as crystal balls). They have an additional property: If powdered and mixed with holy water, an elixir of health is created without any enchantments being necessary.
- Waterstar: Also known as achroite or colorless tourmaline, waterstar is a rare, colorless, and sparkling stone. The only material of this stone valued for gemstone use (as a fancy stone) is that entirely free of flaws and inclusions. Crystals of this flawless type yield quite large faceted gemstones. Waterstar shares the magical property of all true tourmalines: If any sort of spell, regardless of level or class, is cast into a waterstar, the waterstar "drinks" the spell and transforms it into an instant burst of lightning bolts: three 6d6-hp damage straight-line bolts that radiate out from the stone in any directions desired by the caster, consuming the waterstar in the process.
- Webstone: The ornamental stone known commonly as webstone is more properly called spiderweb obsidian. Webstone is an obsidian variety in which small pieces of the stone have been cemented together by heat and pressure in an irregular mass; the joints show as irregular, weblike lines. It is usually black with whitish join lines, but webstone of brown, reddish brown, and rust-red hues with lighter webbing has been found. When carried in direct flesh-to-stone contact by humans or demihumans (certain jewelers make armpit bands of soft-tumbled webstones strung so as to be worn around a shoulder), webstones protect their wearers from all harmful gaseous and airborne particulate effects, from smoke to poisonous gases to airborne fungi spores. Each contact with such things involuntarily and automatically causes a webstone to partially vaporize at an irregular, variable rate until nothing is left. The protection a webstone confers also varies wildly and randomly from specimen to specimen—from complete to nothing—which keeps the value of webstone low.
- Witherite: Witherite commonly occurs in large, fibrous deposits containing translucent areas large enough to yield faceted, pale yellow to whitish gemstones. More rarely, this semiprecious stone is found in clusters of translucent yellowish crystals that are also faceted when they are cut into gemstones. Witherites only magical property is that, when set in a special electrum setting and worn in direct, flesh-to-stone contact by a human or demihuman, it provides immunity to withering magics or psionic abilities and the reversed, damaging form of necromantic sphere priest spells.
- Wonderstone: Wonderstone is a rhyolite variety displaying bands of red, brown, tan, or purple. This ornamental stone occurs in large deposits and can be cut into blocks of almost a cubic foot in size when quarried. It is typically cabochon when finished and takes a fair to good polish. It has the sole magical property of glowing with an eerie blue-green or deep royal blue radiance for 5d4 rounds after coming into direct contact with a spell effect, magical item, or any being or item that bears an active enchantment. It sees some use at entryways as a magic detector, but it is more often employed in inlay work in the making of furniture for the well-to-do to provide impressive mood lighting for feasts and revels.
- Woodtine: The name of this stone is a corruption of the odd term "wood tin," applied colloquially here to a variety of cassiterite. This brownish, fibrous ornamental stone is found in large nodules and is cabochon cut as a gemstone. It has the strange property of temporarily darkening when touched to any gemstone, metal, or stone that has previously borne a deliberate enchantment but no longer does (as opposed to just being touched by an unleashed spell). It is more sensitive than the various magical detection and tracer spells, which tend to betray only the strongest of residual, exhausted enchantments as well as active or waiting, untriggered magics.
- Xylopal: Also known as lithoxyle or opalized wood, this hard- stone is moderately prized and is usually fashioned into bookends, polished for collectors, and formed into intricate carvings or statuettes. Fine-quality examples of xylopal are often used for table inlays and personal adornment. It must be well-polished to show its full beauty. For some unknown reason, a hand-sized piece (or collection of fragments) of xylopal can be used as an alternative material component to replace both the lodestone and the iron filings in the casting of the 7th-level wizard spell reverse gravity.
- Zarbrina: Also known as cerussite, this very soft, leadlike, colorless mineral is easily cut into brilliant faceted gemstones. This ornamental stone is usually mounted in ceremonial, little-used jewelry or set in small metal claw mounts into the sleeves or collars of gowns because of its softness and fragility. Zarbrinas feel soapy to the touch and thus can be worn on intimate garments or sewn onto bed linens without doing harm. Powdered zarbrina is an acceptable alternative ingredient in spell inks for magics concerned with illusions.
- Zendalure: A mottled blue-white gem presently unknown outside of Otara, zendalure is found as large, egg-shaped crystals 2 to 6 inches in diameter in solidified lava flows. Polished to a glassy finish, zendalures are used for inlay work and as tiny cabochons in rings, earrings, and pendants. When powdered and mixed with water, zendalure creates "seasonsteal," a glycerinelike perfect preservative capable of keeping mammalian, reptilian, or avian parts completely undecayed and unaltered indefinitely, so long as the remains in question are completely immersed in the season steal and kept out of direct sunlight. Things stored in this way can be considered fresh as far as healing magics and other magical processes are concerned.
- Ziose: Ziose is the name given by sages to a particular facet- grade variety of ziosite. This rare mineral yields cut stones that flash three vivid hues depending on how the light catches them or in what direction they are viewed: purple, blue, and red or purple, green, and red. Very large, human head-sized specimens of this fancy stone are sometimes found, and they are prized for use in pendants by giants. One ziose is suspended over a well of glowing enchanted waters in a temple of Mystra in Halruaa as a guardian: Ziose stones of any size have the potent magical property of being able to unleash six magic missile pulses (each dealing 1d4 + 1 points damage) per round whenever this effect is desired by the last intelligent being to touch the stone (so long as the stone is within 30 feet of the being). The controller of the ziose is free to do other things while the stone is operating even perform quite exacting tasks such as spellcasting, playing musical instruments, picking locks, and the like. A ziose stone can function continuously in this way for seven rounds, but then falls inert for two turns before being usable again. If it is never used for seven continuous rounds, no rest period is necessary.
- Zircon: A brownish crystal found in igneous (volcanic) rocks, zircon attains the pale blue shade valued in the gemstone trade through skilled heating and cutting. It is usually cut into facets. These semiprecious stones are occasionally passed off as more valuable gemstones, though anyone with the slightest knowledge of gemstones a jeweler, a gnome, a dwarf, an even an adventurer of long standing, or anyone with the appraising or gem cutting nonweapon proficiencies can tell the difference. Zircons take enchantments readily and are one of the favorite gemstone types to serve as the base for a gem, scarab, or (when cut and ground into cusps) eye magical item.
Spell crystals
A spell-crystal is a crystal or gem that has a spell imbued and stored inside of it. The spell inside of the gem can only be used once before the gem's arcane conduit ability is lost. Once the spell is cast from the spell-crystal, the gem is now nothing more than a normal gem that cannot be used in the making of a spell-crystal again.
Physical Description: A spell-crystal is a small gem roughly one inch in diameter. If the creator of the spell-crystal has a symbol that is used by the creator, then that symbol along with the symbol signifying the certain spell inside of the crystal can be seen dimly glowing inside of the gem.
Activation: To activate the spell stored in the spell-crystal, a spellcaster must hold the gem out in his hand and recite the incantation that is whispered inside the caster's mind as he casts the spell.
Before the spell-crystal can be used, several conditions must be met.
- Decipher the symbol: The symbol inside of the spell-crystal signifies what spell is stored inside. The read magic spell or successful Magic lore check must be made to discern what spell is inside the gem.
- Activate the Spell: Activating the spell-crystal requires reciting the incantation that is whispered inside the mind of the user as they are casting the spell. The character must be able to speak the incantation in order for the use of the spell-crystal to work.
- Activating the spell-crystal requires no material components or focus, since both were provided when the spell-crystal was constructed.
To be able to use the spell-crystal the caster must meet these requirements
- The user must have the spell on his or her spell list.
- The user must have the required ability score to cast the spell.
Deciphering the symbol with Lore: Magic will give the following information
- Name and basic information on common crystals and gems.
- Name and basic information on uncommon crystals and gems.
- Understanding properties of unknown types that are similar to common varieties.
- Name and basic information on rare crystals and gems.
- Understanding properties of unknown types that are similar to uncommon varieties.
- Name and basic information on extremely rare crystals and gems.
- Understanding properties of unknown types that are similar to rare varieties.
- Understanding properties of unknown types that are similar to extremely rare varieties.
Trinkets
Kiiratrel`Selu`Taar can construct the trinkets to look like nearly anything they wish that can be worn but must be mostly out of crystals or gems. Rings, amulets, bracelets, and diadems are some common examples. The trinkets can be worn in addition to any other magical items, and do not count against the number of magic items that are in effect, unless wearing another item is impossible, such as two diadems. So, the Kiiratrel`Selu`Taar could have a normal magical amulet and two trinkets that have been constructed as amulets and all three items would work normally.
Unless noted in the list below, only three of any one type of trinket can be worn and used by the Kiiratrel`Selu`Taar in a day's time. This is not the total number of trinkets that can be worn, just the maximum of one type of trinket. Some of the trinkets have properties that stack with each other and those will have the ways that they stack listed with the trinket.
- Spell Focus: The Kiiratrel`Selu`Taar can add a +1 to spell strength for any spells cast. This stacks with other bonuses. Only one trinket of
this type can be worn.
Gold piece value: 2,500 (Minimum Kiiratrel`Selu`Taar level 6th)
- Spell Penetration: The character can add a +2 to any attempt to bypass a creature's spell resistance. This trinket stacks with tother bonuses. Only one trinket of this type can be worn.
Gold piece value: 2,500 (Minimum Kiiratrel`Selu`Taar level: 6th)
- Lore: With this trinket, the character gains a +20% bonus to up to two Knowledge skills. These must be skills the character already has. If the Kiiratrel`Selu`Taar chooses two new skills, then the same bonus applies. If a knowledge skill has already been chosen, then only add an additional +10% bonus.
Gold piece value: 400
- Spell Storing: The trinket can hold one spell of up to 2nd level to be cast later. Each time the spell stored is cast, a new spell can be stored in the trinket.
Gold piece value: 3,500
- Low-light Vision: The trinket's wearer gains the low-light vision ability. If the character already has this ability, the range for the vision is doubled. The second time this type of trinket is taken the range is doubled. If the low-light vision is already doubled, each time add an extra +1 to the modifier (x2 become x3, etc.).
Gold piece value: 1,500
- Darkvision: The Kiiratrel`Selu`Taar gains darkvision of 60ft. If the character already has this ability, add 30 foot to the range. Each additional trinket of this type adds 30 foot to the range.
Gold piece value: 2,000
- Fly: The character can cast fly once per day as a spell-like ability. The caster level for the spell is the caster level of the Kiiratrel`Selu`Taar at the time of making the trinket. (Minimum Kiiratrel`Selu`Taar level: 5th).
Gold piece value: 2,000
- Crystalmancy: The trinket can hold one crystalline or gem-focused spell found here or elsewhere of up to 3rd level to be cast later. Each time the spell stored is cast, a new spell can be stored in the trinket.
Gold piece value: 6,000
- Detect Magic: The trinket can detect the presence of magic, from other than the wearer at will. The range for this is 50 ft. Each additional trinket worn extends the range is extended by 50 foot. This type of trinket only detects for the presence and strength of magic. The trinket shows that magic is in range by glowing, and the strength of the glow indicates the intensity of the magic.
Gold piece value: 800
- Poison Resistance: The Kiiratrel`Selu`Taar gains a +2 bonus on all Fort saves against poison.
Gold piece value: 800
- Disease Resistance: The Kiiratrel`Selu`Taar gains a +2 bonus on all Fort saves against disease.
Gold piece value: 800
- Empower Spell: The character can add a +15% to any variable, numeric effect of any spell they cast. This ability stacks with the Empower Spell ability and Maximize Spell abilities. Using this trinket is a free action and it can only be used once per day.
Gold piece value: 4,000
- Heighten Spell: With this trinket, the Kiiratrel`Selu`Taar can add a +1 effective spell level to any spell cast. This ability works like and stacks with the Heighten Spell ability. Using this trinket is a free action and it can only be used once per day.
Gold piece value: 1,500
- Extend Spell: The character can add a +15% to the duration of any spell they cast. This ability works like and stacks with the Extend Spell ability. The use of this ability is a free action. Using this trinket is a free action and it can only be used once per day.
Gold piece value: 2,500
- Enlarge Spell: The character can add a +15% to the range of any spell they cast. This ability works like and stacks with the Enlarge Spell ability. Using this trinket is a free action and it can only be used once per day. Gold piece value: 2,000
- Greater Extend Spell: The Kiiratrel`Selu`Taar can add the Extend Spell meta-magic ability to any one spell cast per day. The use of this trinket does not increase the spell level of the spell being cast as the ability normally does. The decision to use this ability must be made when the character decides to cast a spell. A Kiiratrel`Selu`Taar can only have one trinket of this type. Once used, the trinket crumbles to dust.
Gold piece value: 4,000 (Minimum Kiiratrel`Selu`Taar level: 4th)
- Silent Spell: The Kiiratrel`Selu`Taar can add the Silent Spell meta-magic ability to any one spell cast per day. The use of this trinket does not increase the spell level of the spell being cast as the ability normally does. The decision to use this ability must be made when the character decides to cast a spell. A Kiiratrel`Selu`Taar can only have one of this type of trinket. Once used, the trinket crumbles to dust.
Gold piece value: 2,500 (Minimum Kiiratrel`Selu`Taar level: 4th)
- Still Spell: The Kiiratrel`Selu`Taar can add the Still Spell meta-magic ability to any one spell cast per day. The use of this trinket does not increase the spell level of the spell being cast as the ability normally does. The decision to use this ability must be made when the character decides to cast a spell. A Kiiratrel`Selu`Taar can only have one of this type of trinket. Once used, the trinket crumbles to dust.
Gold piece value: 2,000 (Minimum Kiiratrel`Selu`Taar level: 4th)
- Greater Empower Spell: The Kiiratrel`Selu`Taar can add the Empower Spell meta-magic ability to any one spell cast per day. The use of this trinket does not increase the spell level of the spell being cast as the ability normally does. The decision to use this ability must be made when the character decides to cast a spell. A Kiiratrel`Selu`Taar can only have one of this type of trinket. Once used, the trinket crumbles to dust.
Gold piece value: 5,000 (Minimum Kiiratrel`Selu`Taar level: 6th)
- Maximize Spell: The Kiiratrel`Selu`Taar can add the Maximize Spell meta-magic ability to any one spell cast per day. The use of this trinket does not increase the spell level of the spell being cast as the ability normally does. The decision to use this ability must be made when the character decides to cast a spell. A Kiiratrel`Selu`Taar can only have one of this type of trinket. Once used, the trinket crumbles to dust.
Gold piece value: 7,000 (Minimum Kiiratrel`Selu`Taar level 8th)
- Quickness: This trinket, usually set in the character's footwear, adds a +10 SPD bonus to the base speed of character. Each additional trinket adds only +5 to the total bonus from the trinkets.
Gold piece value: 800
- Ability Boost (IQ, PP, PE, PS, ME, MA) : +2 bonus is added to any one ability score of the wearer. The Kiiratrel`Selu`Taar can have more than one of this type of trinket, but the bonuses from the trinkets have to be to different ability scores.
Gold piece value: 2,000 (Minimum Kiiratrel`Selu`Taar level: 4th)
- Scry: The Kiiratrel`Selu`Taar can cast Scrying once per day. The range, however, is reduced to 10 miles from the character, and cannot cross to other planes. The trinket is used as the focus for this spell. In all other ways, this ability is just as the spell.
Gold piece value: 2,000 (Minimum Kiiratrel`Selu`Taar level: 6th)
- Detect Gems: This trinket allows the Kiiratrel`Selu`Taar to detect gems and crystals within a 50 foot range. This only detects for the presence and amount of gems and crystals, not the type. The trinket shows the presence of gems and crystals by glowing, and the strength of the glow indicates the amount. Each time this trinket is chosen, the range is extended by 50 feet.
Gold piece value: 400
- Protection: This trinket grants the wearer a +2 deflection bonus to their AR. Each additional trinket of this type that is worn adds a +1 to the deflection bonuses provided by the trinkets.
Gold piece value: 5,000
The Psychic Science of Magic and Crystals
Many crystal magic devices found in Otara were constructed tens of thousands of years ago. The ancient science or mystic art involved is relatively unknown except in Arethane in the present day. The science/magic is called the Psychic Magic of Crystal Aggregation. Few men of magic have ever actually seen an ancient crystal artifact from The Time of a Thousand Magics. However, all have read about crystal magic and such rare artifacts are as coveted as rune weapons.
Making Epic Crystal Devices
Starting at 10th Level The Kiiratrel`Selu`Taar can transfer psionic power into a crystal structure by laying down some sort of psionic circuitry. This circuitry, represented by the threads of precious metals and gemstones, empowering the device with psionic and magic like powers. The crystal itself may be little more than an energy housing and amplification system. The creation process is laborious and dangerous. Most believe that the simplest crystal device took six to eight hours every day to slowly build and instill with psychic energy. The creation process requires the skilled hands of a jeweler and the third eye of a psychic. The psionic circuitry has to be laid and formed perfectly. Working too quickly or carelessly might cause the device to fracture, rendering it useless, or even explode (The I.S.P. needed to be instilled uniformly over the entire construction period. The same amount must be fed in each day. Only the individual who started the construction can supply the I.S.P" and must be its sole builder).
A simple finger band takes weeks to make, while the powerful swords take nearly a year. All psionic crystal magic devices are made of clear bright flawless quartz crystal. The most common crystal component is cut with six sides. Gemstones are also used in constructing the psionic devices. They are usually embedded inside a larger quartz or other crystal. They are usually found at the heart of a web of metal threads. The threads are made of fine copper, gold, and/or silver which form a fine network of wire inside the crystalline structure. The simplest crystal device required precious metals, crystals, and gems valued at no less than 1,000 gold. A crystal sword, the hilt/handle being the most costly and important portion, cost its creator a minimum of 100,000 gold and sold for five to twenty times more.
Psionic Crystal Devices
All psionic crystal devices are useless to non-psionic individuals. Only characters with some degree of psionic power can activate and use one of thesc ancient weapons or devices. Each power of the device requires the channeling and expenditure of Inner Strength Points (I.S.P.) as if the character were using one of his or her natural psionic abilities. In some cases, the power of the device is constant, which means it continually and automatically drains a bit of the user's I.S.P.; this is another reason for the psychic bond exemplified through the shared aura. Note that the most powerful devices may require so much I.S.P. that characters with minor psionics may not be able to use all of the item's powers.
Bonding & Powers
When a psionic character initially objcct reads a crystal device. he only senses its first power or main ability. Remember. only a psionic character can use the ancient crystal devices. When a crystal device is successfully object read for operation. the character will learn three things:
- The device is identified as a genuine psionic crystal magic device.
- Direcling the appropriatc number of I.S.P. into the device will cause itS first power to activate.
- There is more to the device than will be revealed with time.
The charactcr will also have a positive feeling about the device. Unlike rune weapons, the artifact does not have an independent intelligence or alignment, nor does it radiate as magic. When a character decides to keep the device for himself, a bond is begun. The bond between the user/owner and the crystal device develops over the course of time and familiarization with the device. After getting familiar with the device by using it frequently, the character will discover that he can expend I.S.P. to restore any S.D.C. damage the device may have sustained (2 I.S.P. per every one S.D.C. point). Each restored point makes the crystal appear brighter/newer. This restoring knowledge is typically revealed after about a month of frequent use. After another full month the character will sense that the device is more powerful than he initially suspected. Suddenly. he will realize that there are other abilities and he/she will discover the second power. Each additional power will reveal itself as the character's psionic and empathic bond with the device deepens. A new ability will be revealed every two or three months, especially if the character uses the item often. It takes twice as long if he/she uses it infrequently. A typical crystal device will have five or six powers, only a few have less or more. Once all live or six powers are learned, the character is at full expertise in using the psionic device. Psionic crystal devices can only be activated and used by intelligent beings who possess some measure of psionic ability. In this sense, they are NOT magic devices and do not register as magic (although magic was used to create them). Instead. the strange devices have the same psionic aura as its owner. This shared aura occurs because the user and the psionic device link and become one, When not in its owner's possession, or when used by non-psychic individuals, the device becomes dormant and none of its powers can be used. Likewise, it does not register as being either magic or psionic in nature when in this donnant state (only a psi-object read will reveal its psionic nature), Another psionic can use the item and, with time, meld with it and share auras. The psionic nature and shared aura of these crystal items makes them undetectable when worn or used by its psionic owner. Rune weapons, by comparison, have their own unique aura, separate from that of its owner.
Basic Powers & Data
The psionic energies at work in any crystal magic device, molds the crystal, metal, and gem components into a nearly indestructible crystalline mass.
- All crystal devices have a natural A.R. of 18.
- The number of S.D.C. the device has will depend on the amount of I.S.P. that went into creating it. A simple finger band only requires 1000 I.S.P. and has 100 S.D.C. (typically 100 x 100). A basic simple sword costs 10,000 I.S.P. and has 500 5.D.C., the most powerful may have as many as 1,200 S.D.C. points (2D6 x 100).
Damage occurs only when an attacker is deliberately trying to destroy the crystal item. There is no damage from incidental combat (i.e, a crystal sword does not suffer damage when it strikes an opponent's armour or when it is thrown, dropped. etc.).
- When the S.D.C. of a crystal device is reduced to 10 or less it begins to fracture. Tiny cracks begin to form and the device becomes unstable. The I.S.P. cost to call upon the crystal's power is now twice as much and lasts half as long or does half damage. Tiny sparks and flashes sputter inside the crystal along the lines of fracture. When its S.D.C. is reduced 10 zero or below, it shatters and is irrevocably dcstroyed.
- EXPLOSION! Generally, a crystal device that is fractured becomes unstable. When the S.D.C. of the crystal is reduced to zero or below, there is a 1-80% likelihood that it will explode. Everything within 10 feet of the device suffers from the explosion. The amount of damage is indicative of the device's level of power.
- Finger bands do a mere 4D6 damage
- Most simple devices do 1D4 x 10 damage
- crystal swords 1D6 x 10
- crystal armor and golems do 2D6x 10
- crystal portals. fortresses, palaces and other huge and powerful crystal constructs will do 2D4 x 100 damage to a 50 foot (15.2 m) area.
- However. even a fractured crystal device can be psionically healed. At any time its psionic owner can restore lost S.D.C. This can be done only by the character who is bonded to the device. Other psionic individuals cannot restore its S.D.C. through any means. To heal the crystal, the owner of the crystal artifact must expend two I.S.P. for every one point of S.D.C. damage to be restored. The character regains his expended I.S.P. through rest or meditation as usual.
Crystal Rings: There are two distinct classes of crystal devices. We refer to these two classes as rings and rods. There are also double ring devices called stars which have greater powers than simple rings. Rings include finger bands, bracelets, necklaces, and headbands. Rods include crystal wands, staves, and swords. The staves have the greatest power. Swords often have wand-like powers but some also have staff-like powers. Wheels are the few items that combine both crystal rods and rings. The typical wheel device is composed of a rod surrounded by a ring. The crystal goblet can be thought of as a ring (the cup/bowl area) mounted on a rod (the stem of the goblet). Most of the wheel devices have powers from both classes, in addition to a few unique powers. The Crystal Fortress is one example of a rod and wheel combination at its most powerful. The crystal gateway is another. There also exist a few ancient crystal constructs that seem to defy or go beyond the more traditional categorization above. These include Crystal Armour, Crystal Ships and the Crystal Golem.
Finger Bands/Rings Crystal finger bands (rings) are the smallest and Least powerful of the crystal ring devices. Finger bands can have only one power,typically "receptive" or protective magic. The finger band will either be a single crystal attached to a metal ring or a solid band of crystal. A maximum of two rings can be worn by a single character, one on each hand. Available powers are as follows, Notes about finger rings:
- Require 1,000 I.S.P. to build, The finger band will have 100 S.D.C.
- larger bands (simple items) will have lD6x100 5.D.C.
- The average market value of a crystal ring ranges from 30,000 to 100,000 gold. The value of the item can fluctuate by as much as 75%. usually higher than those listed, depending on the situation and desire for the item. ALL are extremely rare.
- Engaging/activating a psionic crystal power counts as ONE of the character's psionic melee attacks. Powers that are active 24 hours a day automatically use up the necessary I.S.P. at the beginning of every 24 hour period. This means the character will always be short that number of I.S.P.
- Removing the ring does not instantly restore the points. Furthermore, finger rings must be worn all the time to enjoy their special power.
Receptive Magic
Receptive magic is inward, soothing, and calming. The typical effects of receptive magic are to prevent disease, allow psychic awareness to blossom, attract love, money, healing and friendship.
- Charm/Charisma: Adds +6 to the character's M.A. as long as the ring is worn. The magic is instantly gone when the ring is removed and those who once admired the character will take an immediate (though not necessarily lasting) dislike to him or her. I.S.P.: 12 per 24 hour period. Cost: 50,000 gold.
- Charm/Love: The opposite sex finds this character extremely attractive and will be more receptive to his/her suggestions and conversation, as well as flirt with, fawn over and help him/her. Members of the same sex will find the character to be impressive and trustworthy, somebody to respect. The magic is instantly gone when the ring is removed and those who once admired the character will take an immediate (though not necessarily lasting) dislike to him or her. I.S.P. 12 per 24 hour period. Cost: 60,000 gold.
- Healing: Others by touch, three times per day, restores 2D6 hit points, furthermore, the owner/wearer is + 10% to save vs coma. + 1 to save vs poison and disease, and heals at twice the normal rate (constantly in effect, using up 4 I.S.P. per 24 hour period). 1.S.P.: 10 per each use. Cost: 60,000 gold
- Healing: Remove Illness: Others by touch, three times per day, The healing touch will instantly negate poison, dispel nausea, stomach cramps. headaches, fever, and non-deadly diseases. I.S.P.: 10 per each use. Cost: 50,000 gold.
- Healing: Soothe Pain: Others by touch, three times per day. Removes 50% of a character's pain and discomfort (and 50% of associated penalties), but does not cure illness, stop damage or restore hit points. I.S.P.: 4 per each use. Cost: 40,000 gold.
- Limited telepathy: Identical to the second level psionic ability. Unlimited use as long as the character has I.S.P. to burn. I.S.P.: One point per every three melees/minutes. Cost: 30,000 gold.
- Precognition: Same as the third level psionic ability. Duration: One minute. Three times per day. I.S.P. 8 per each use. Cost: 60,000 gold.
- Sense Magic: Ten minutes per level of the owner; same as the psionic power. Three times per day. I.S.P.: 6 per each use. Cost: 40,000 gold.
- Sense Psionics: Ten minutes per level of the owner; same as the detect psionics power. Three times per day. I.S.P.: 4 per each use. Cost: 50,000 gold.
- Sense Sadness: Ten minutes per level of the owner. An empathic type ability that enables the wearer to sense when (and who) around him is sad. Three times per day . I.S.P.: 4 per each use. Cost: 30,000 gold.
- Sense Supernatural Evil: Five minutes per level of the owner. The wearer can sense the presence of supernatural evil, such as devils, demons. gods, Old Ones, alien intelligences, and similar. Dragons, creatures of magic, and men of magic don't count. Twice per day. I.S.P.: 4 per use. Cost: 35,000 gold.
- Sense Traps: Same as the fourth level psionic ability. Ten minutes per level of the owner. Three times per day. I.S.P.: 6 per use. Cost: 45,000 gold.
- Understands & Speaks all Languages: Ten minutes per level of the owner: same as the tongues spell. Three times per day. I.S.P.: 5 per use. Cost: 35,000 gold.
Protective Magic
Protective Magic is concerned with physical or psychic protection, health, well being, prosperity, luck, resisting unhealthy habits, fatigue, disease and other dangers.
- Impervious to Despair: Continuous protection from all forms of despair and depression, including magic and psionic attacks. I.S.P.: 8 per 24 hour period. Cost: 75,000 gold.
- Impervious to Disease: Continuous protection from all normal disease. +2 to save vs magic disease. illness and curses. I.S.P.: 10 per 24 hour period. COST: 75,000 gold.
- Impervious to Fire: Continuous protection from normal fire and heat. Magic fires inflict half damage. I.S.P.: 12 per 24 hour period. Cost: 80,000 gold.
- Impervious to Possession: Continuous protection from all forms of possession and mind control. I.S.P.: 14 per 24 hour period. Cost: 90,000 gold.
- Luck: Fighting: Constantly in effect: +1 to dodge, +1 initiative, takes half damage from falls and similar "accidents," l.S.P.: 18 per 24 hour period. Cost: 75,000 gold.
- Luck: Money: Constantly in effect: Often finds a good deal on weapons, supplies, equipment and lodgings (2D6% discount; not applicable to magic or rare items - any discount or good fortune is left to the discretion of the GM). I.S.P.: 14 per 24 hour period. Cost: 70,000 gold.
- Mind Block: Continuous protection from all forms of psionic communication and mind probes; identical to the third level psionic power. I.S.P.: 8 per 24 hour period. Cost: 45,000 gold.
- Resist Anger/Hate: The magic soothes the character's emotions when he/she is angry. This enables the character to keep a calm head and not lash out in anger or succumb to a berserker rage. I.S.P.; 12 per 24 hour period. COST: 40,000 gold
- Resist Charm: Constantly in effect: + 2 to save vs all types of channs, including faerie magic; further more the character is not overly impressed by beautiful and charming people. I.S.P.: 12 per 24 hour period. Cost: 30,000 gold.
- Resist Cold: One hour per level of the owner. Cold does half damage. Once per day. I.S.P: 12 to use. Cost: 30,000 gold.
- Resist Fatigue: 30 minutes per level of the owner. The character does not suffer from any sort of fatigue penalties from physical exertion during the period of magic; does not need to rest. Once per day. I.S.P.: 12 to use. Cost: 55,000 gold.
- Resist Fear: Five minutes per level of the owner. + 4 to save vs all types of fear (horror factor) and adds +1 to the character's initiative roll. Three times per day. I.S.P.: 10 per each use. Cost: 45,000 gold.
- Resist Hunger: One hour per level of the owner. The character has no craving for food and does not suffer any penalty from lack of nourish ment. Once per day. I.S.P.: 19 to use. Cost: 40,000 gold.
- Resist Pain: Five minutes per level of the owner. All types of physical damage/attacks (including poison and magic) are half! Three per day. I.S.P.: 12 per each use. 100,000 gold.
- Resist Temptation: Five minutes per level of the owner. The character can activate the magic to give him/her an iron c1ad resistance to any one temptation. This can be done to Stop him/herself from stealing, lying, drinking, fighting, etc. Three per day. I.S.P.: 10 per use. Cost: 55,000 gold
The Typical Crystal Band
All ring devices have a number of flat crystals all bound together with the predominantly silver and only a few gold wires that snake through the crystals, becoming a mesh between the crystals. The band stretches and contracts to fit around most humanoid heads, necks, wrists, arms or fingers. The inner metal wires seem almost elastic in nature and the crystals lay flat for maximum contact with the skin. All of the larger crystal devices are more powerful than the simple finger band and will have 1D4 + 1 powers. Powers can be selected from one or both of the categories, receptive or protective. However, 60% of all rings will have powers only from one of the categories. Only one crystal band can be worn/used, but it can be combined with as many as two crystal rings, one crystal wand or staff and one crystal sword.
Special Crystal Rings/Bands
A number of powerful headbands, necklaces and arm bands were created during the Time of a Thousand Magics. However, few seem to have survived the passage of the ages. The most common of these bands are the communicator headbands.
Note: The powers of these bands can be used repeatedly, until its psionic owner runs out of I.S.P. Remember, only characters who have psionically bonded with the device (a process that takes months or even years) can use all the powers of the crystal anifact. Two or more powers can usually be engaged/emplaced at the same time. Each use of a psionic crystal power counts as ONE psionic melee attack.
The Crystal Communicator
The crystal communicator is always a headband. Its powers are as follows:
- Detect Psionics. Identical to the psionic ability. I.S.P.: one point. Duration; 2 melees per level of the wearer
- Extended telepathy. Identical to the psionic ability. l.S.P.: 2 points. Duration: 3 melees/minutes.
- Short range call. This is a one-way telepathic message to a specific individual within 1/2 mile (0.8 km). When calling to another headband, the range increases to 5 miles (8 km). I.S.P.: Five points. Duration: 4 melees/minutes.
- Long range telepathy. Same as extended telepathy but the range is increased to five miles (8 km). When communicating with another headband. range increases to 50 miles (80 km). I.S.P.: 10. Duration 2 melees/minutes.
- Long range call. This is a one way telepathic message, to a specific individual within 30 miles (48 km). When calling with another headband. range increases to 300 miles (480 km). I.S.P.: 12 per one melee/minute.
- Worldwide call/communication. A one-way call can be made to any one character anywhere in the world. Two-way communication is possible only if both characters are wearing a crystal communicator. I.S.P.: 24 per one melee/minute. Market Value: 100,000+ gold
The Defender
The defender is typically a headband or necklace. Its powers are as follows:
- Shadow Meld: Identical to the wizard spell. I.S.P.: 6. Duration: 4 melees/minutes.
- Mind block: Identiealto the second level psionic ability. I.S.P.: 4. Duration: 8 melees/minutes.
- Turn Invisible: Identical to the third level psionic ability. I.S.P.: 8. Duration: 10 melees/minute.
- Basic force field: Identical to the fifth level psionic ability; S.D.C. 20. A.R. 8.. I.S.P.: 12. Duration 8 melees.
- Crystal skin: Similar to ability found in many crystal swords and staves. Creates an impervious shell of crystal around the wearer. ALL blows will strike the crystal shell first. A.R. 20 +. 100 S.D.C.. does not regenerate. I.S.P.: 30. Duration: 5 mclees/minutes. The armour can be recreated in an instant by expending another 30 I.S.P. 6.
- Energy Shell: Creates a shell of psionic energy around the wearer, making him impervious to heat, fire, cold, Ice, light, electricity, and energy. All such attacks are harmllessly dissipated. Physical attacks, including punches, kicks, swords, arrows, etc .. go right through the energy field and inflict full damage. I.S.P.: 40. Duration: 5 melees/ minutes. Market Value: 500,000+ gold
The Protector
The protector is typically a headband, necklace or armlet. Its powers are as follows:
- Nightvision. Can see 30 feet (9m) in the dark. Can see even in magic darkness. I.S.P.: 4. Duration: 10 melees/minutes.
- See the invisible: Identical to the third level psionic ability. I.S.P.: 8. Duration: 10 melees.
- Resist cold: Identical to protective magic (see finger rings). I.SP.: 12, Duration: One hour per level of the owner.
- Impervious to fire: Similar to the ring protection power: normal fire and heat does no damage, magic fires inflict half damage. I.S.P.: 10. Duration 20 melees/minutcs.
- Absorb lightning/energy attacks: Normal and magical lightning or other forms of energy attacks do no damage. I.S.P.: 10. Duration: 20 melees/minutes
- Breathe without air: Similar to the air warlock spell. Allows breathing underwater and protection from all gases. except magical ones (but +1 to save). I.S.P.: 10. Duration: One hour. Market Value: 400,000+ gold.
The Spirit
The spirit band is extremely rare and coveted by mind mages. It is typically designed as a headband. Its powers are as follows:
- Sense Spirits: The wearer will become aware of any spirits (including ghosts. entities, spectres. and astral travelers) within a 120 foot (37 m) radius. He can see and follow their movements. I.S.P.: 2 points per melee/minute.
- Commune with Spirits: Identical to the psionic ability. However, the spirit does not need to possess anyone to respond, it can communicate to the wearer through the spirit crystal headband. The chance of success is 82%. The character can speak to the spirits but they do not have to answer. I.S.P.: 10. Duration: 6 melees/minutes.
- Dispel Spirits: Identical to the 5th level psionic ability. I.S.P.: 10. Duration: Instant.
- Summon Spirit: Identical to the spirit summoning circle, except the making of the circle is not necessary. The wearer of the crystal band is the only person who can summon the spirit and will have to face a battle of wills with the entity summoned. I.S.P.: 20. Duration: 5 melees/minutes per level.
- Spirit Bond: This is a mind bond with a spirit, which can be especially infonnativc. and dangerous. Use the mind bond results table fnJm the sixth level psychic ability. I.S.P.: 40. Duration: Sec mind bond. Note: Insanity may occur.
- Spirit Beast: This is a very deadly power. The wearer who is completely bonded to the crystal band of Spirits goes into a trance while his mind is transported into the body of a spectre! The spectre is the spirit beast and is created in conjunction with the psychic power of the headband. All abilities of the Spectre apply (see The Palladium Book of Monsters and Animals, page 77 for complete details).
The Spirit Beast:
- Attributes: P.S. 2D6. P.P. 2D6. P.E. 3D6. P.B. 2D6. Spd. 2D6. Fly 18. A.R. 14.
- fire and cold resistant
- impervious to normal weapons
- +2 to hit and dodge.
- I.Q., M.E., and M.A. are equal to those of its creator/wearer of the crystal.
- Psionics: The spirit beast has all level one, two and three psychic abilities, and if the wearer has additional psionic abilities, they are also available to it. An additional 90 I.S.P., plus whatever the psychic has remaining are available to the spirit beast. Expended I.S.P. are first subtracted from the beast form.
- Maximum hit points: 48. When the spirit beast suffers hit point damage, so does its creator. The unconscious/entranced body of the creator/crystal wearer is also vulnerable to attacks, theft, etc.. and can suffer additional hit point damage or death. If the creator is slain, the spirit beast disappears. If the spectre is slain, its creator is hurt and achy but alive. I.S.P. needed to create the beast: 100 Duration: 15 minutes per level of experience. The spirit beast can be dispelled by its creator at any time. Market Value: 800,000+ gold.
The Deceiver
The deceiver is a rare device that typically takes the form of a necklace or headband. Its powers are as follows:
- Reduce psychic aura: Its first power is to disguise the psionic's true power by altering his aura and psychic emanations. Thus the apparent psionic ability of the wearer seems less than he or she really is; i.e.: a mind mage/master psionic appears to be only a major, a major appears to be a minor, and a minor psionic appear to have no psionic powers at all. I.S.P.: 2 per hour. Duration: One hour. but can be extended at will by expending more I.S.P.
- Alter apparent alignment. The wearer can completely disguise his or her true alignment (alignment of choice and can be changed at will to fit the situation). I.S.P.: 5 per hour. Duration: One hour, but can be extended at will by expending more I.S.P.
- Hide psychic ability. The crystal enables the psychic character to completely hide the presence of any psionic abilities. including crystal devices. Any sensing powers by others will show that the character is without psionic powers. I.S.P.: 4 per hour. Duration: One hour, but can be extended at will by expending more I.S.P.
- Projection of truth. The power of the crystal enables its owner to lie convincingly. Even words of truth and other means of magic or psionic detection will not reveal his lies. Likewise, the character cannot be forced to tell the truth. Everything the character says will give the impression that he/she is being completely honest. I.S.P.: 10. Duration: Five minutes.
- Charismatic aura: Identical to the spell. I.S.P.: 10. Duration: One hour.
- Alter aura. Ultimately, the device can be made to alter the person's aura to appear to be anything of any level that the character chooses (with the appropriate reaction and consequences by those who can see auras). I.S.P.: 50. Duration: 12 hours. Market Value; 400,000+ gold.
Stars or Double Rings
The star construction consists of twelve crystals. One set of six identical large crystals and one set of six slightly smaller similar crystals. The larger crystals are woven into the large outer ring. A second, smaller ring of crystals is placed inside the larger ring in a cross position and connected by the mesh at the top and bottom. This creates a son of spherical appearance. Each of the crystals is held together by the traditional wire mesh of the metal circuitry. The shape llnd light renec tive appearance of the device gives it a "star-like" quality, hence its name. Unlike the more traditional single band crystal devices, the double ring or star crystals cannot be worn and are usually quite large. Crystal "double" rings always have a minimum of six powers and the most powerful will have two sets of powers (one set for each ring, with a total of as many as 10 or 12; never an odd number of powers). Available powers include any of those listed under the single rings and finger bands, as well as those that follow, listed under specific types of crystal stars. An additional feature of the star crystals is the finger band powers are doubled in range and duration. Note however, that any of thc powers of the crystal star are only in effect when the star is activated and the owner is within its range of effect (constant finger band powers are in effect for two hours from the moment of activation). A double ring or "star" will have 500 S.D.C. The smallest are the size of a soccer ball while the largest can be the size of a house. The typical crystal star falls somewhere in between, with 50% ranging betwecn the size of a soccer ball and a 50 gallon barrel. Obviously, the large size of these devices makes them difficult to conceal and transport. The two rings cannot be flattened or separated without destroying them. To use the device, its owner must hold the star in his hands or set it down in front of him. Some are large enough to sit inside.
To activate the device, the character must touch it and expend two (2) I.S.P. Once activated, the owner can stop touching it and move away. As long as he/she stays within a certain distance of the crystal the character can continue to draw on its powers by expending I.S.P. The larger the device the greater the distance its owner can walk away from it and maintain his mental link to its powers. The range of contact/connection with a soccer ball sized star is 20 feet (6 m). Double the range for each geometrically doubled size. Thus, a star twice as large as a soccer ball will have a contact range of 40 feet (12.2 m), a star twice as large as that will have an 80 foot (24.4 m) contact range. and so on. The maximum size of a star is 44 feet (13.4 m).
Campfire Star
The powers of the campfire star are:
- Light: The crystal device will radiate light equal to a large, well fed campfire. The light is normally a flickering type like a campfire, but can be made steady and constant for double the I.S.P. cost. The light can also be reduced in intensity or turned off with a thought. This light does not radiate heat. I.S.P.: 2 per hour.
- Warmth: The star gives off heat much like a campfire. The amount of heat can be regulated by its owner, but will never exceed the owner's comfort level. The crystal rings remain cool to the touch and light is not necessary to have heat. I.S.P.: 4 per hour.
- Protection from insects/animals: A psionic (magic?) aura keeps away pestering, non-intelligent insects and animals. I.S.P.: 4 per hour.
- Environmental shield: An area as large as the device's connection range with its owner is kept at its owner's comfort level. This means temperature and humidity control (despite the actual conditions outdoors) and keeping the area dry and c1ear of smoke, foul air/smells, fog, rain and disease. I.S.P.: 20 per hour.
- Protection from monsters: An area as large as the device's connection range with its owner is kept safe. This magical aura functions like a simple circle of protection and repel animals spell. Predatory animals, giant insects and other low intelligence animals will not invade the campsite area. Evil members of the monster races and supernatural beings cannot enter the area of protection. I.S.P.: 20 per hour.
- Energy Absorption: An area as large as the device's connection range with its owner is kept safe from energy attacks. Lightning, forest fires, etc .. are magically absorbed without ever harming anybody within its sphere of protection. I.S.P.: 6 per hour. Market Value: 250,000+ gold
Monitor Star
This device functions very similarly to a crystal ball and can be used to observe, track and follow individuals. However, the individual being observed must be well known to the owner of the monitor star. Further more, the character being observed and followed will always know that he is being magically watched. The person using the monitor will see and hear everything the character being monitored sees, hears, and says, but he cannot speak to that character. Two-way communication is impossible. The monitor also gives the user a definite sense of where the person is. i.e. how far away and in what direction. It cannot see into other dimensions. Only the owner of the monitor star (who is psychically linked to the device) can use its powers.
Note: The monitor star actually looks in on the conscious mind of the person being watched. When the subject sleeps, the monitor sees nothing. When the subject is awake, but has his eyes closed, the monitor still sees nothing. Likewise, if the subject is deaf, the monitor will not be able to hear anything. The powers of the monitor star:
- Close range monitor: The user can track a single individual, humanoid or animal, at a distance up to one mile. I.S.P.: One (1) per melee/minute.
- Long-range monitor: A single individual can be tracked at up to 100 miles (160 km) away. I.S.P.: Two (2) per melee/minute.
- Worldwide tracking: The range is extended to anywhere in the world' I.S.P.: 6 per melee/minute.
- Monitor psyche: The owner of the star can sense the emotions of the characler he is observing. Fear. anger. sorrow. happiness. love. anxiety. and other em()(ions can be recognized. I.S.P.: An addi tional 4 per melee/minute added to the closc. long range or ~·orld.....ide po"'er.
- Monitor the area around the subject being observed: The owner of the star can sense the presenee of magic. psionics and supernatural evil through the person be is observing. He can also see aslJ'a1 tta,'e1ers. IS P.: An additional 4 per melee/minute added 10 lhe close. long range. or worldwide power.
- Dimensional monitor: The Star cannot see into other dimensions. but It will indicate Ihatlhe subject of observation is alive and that he has gone to a different dimension. This power also enables the u~r to sec llstmltravelers and entities who may be observing him or in the area. This is possible because the astral traveler's physical body is still in our physical world llnd the traveler is looking into our dimension. I.S.P.: 10 per melee/minute. Market Value: Millions!
Group Monitor Star
The group monitor star is a more powerful and rare psionic device Similar to the monitor star previously described. The only difference is that the Star can be used to track as many as eight individuals travelling in the same group or area (within 100 feet of each other). Or it can Simultaneously observe two different individuals miles apart. The I.S.P costS are doubled, otherwise the powers are identical.
Controller Star
The controller star has the following abilities:
- Empathy: This power works like the psionic power but is limited to the connection range/area effect of the device as limited by its size. Everyone within range will be subject to broadcasting their emotions. I.S.P.: One (1) per every four melees/minutes.
- Extended telepathy: Identical to the psionic power, but again the range is limited by the size and area effect of the star. I.S.P.: Two (2) I.S.P. per every four melees/minutes.
- Mind wipe: By touching the Star and a character, the owner of the crystal device can psionically erase memories. Identical to the mind Wipe ability. I.S.P. cost: 10 for a single thought, 50 to completely blank a mind.
- Cure insanity: Any form of insanity, whether resulting from trauma or magic, can be permanently cured. I.S.P.: 90.
- Protection from hostility: All within the area of effect are impervious to possession and vampire mind control. Similarly, possessing entities and vampires cannot enter the area. Further more, any creatures with hostile thoughts are unable to enter (or stay in) the area of effect around the crystal. A saving throw to save vs psionics (16 or higher) is allowed. A successful save means the creature can enter the area and attack but is -4 to strike, parry and on initiative. I.S.P.: 15 per hour.
- Mind scrambler. The memory of every person within the area of effect is scrambled. Thoughts are a confusing jumble, details are impossible to remember and its victims cannot articulate their thoughts. Penalties: - 14% on all skills, - 2 on initiative, - 2 to strike/parry/dodge, -4 to save vs hypnotic suggestion, charm, mind control, and illusions. A saving throw to save vs psionics (16 or higher) is allowed. A successful save means the character is not as "scrambled" and all penalties are half. I.S.P.: 20 per hour Market Value: 500,000+ gold.
Crystal Rods Projective Magic
The average crystal device will have five or six different powers. Some devices, such as certain wheels, and the crystal staff, may have as many as twelve. There is only one rod device that has over 20 powers, the crystal fortress. Crystal Rods tend to display projective and destructive powers, but are also capable of healing. Protective magic is typically forces directed outward at somebody. It is aggressive and dangerous. It is composed of strong, forceful energies which detect evil, overcome inertia, and create movement. Projective magic can be used to cure disease, strengthen the conscious mind, and increase courage and determination. Destructive magic includes magic that impairs, debilitates or harms an opponent. The following destructive powers (identical to the spell of the same name) are available to crystal wands and staves: paralysis bolt, blind, mute, age, fire ball, call lightning, wind rush, levitate others, animate others, wisps of confusion, speed of the snail, magic net, negate magic, dispel magic barriers, and special powers as described under the specific wand description that follows.
Each of these powers cost 10 I.S.P. to use. To activate and use any type of crystal rod, whether it be wand, Staff or sword, the owner must first energize it with his/her Inner Strength (I.S.P.). The act of energizing gives the owner of the item special and immediate bonuses that stay in effect as long as the item is active. Special magic powers may remain in effect after the rod is no longer active. When a sword is energized. itS blade appears and only then may its greater powers be used. The staff, the greatest of the rods, is always active when bonded to a master psionic and does not need to be energized to access its higher abilities. The Crystal Rod Devices were created in an age when battle was an everyday reality. Opposing camps, specializing in different forms of magic were constantly trying to expand their territories. The Crystal Crystalmancer, the first Crystal Master, was a skilled soldier and had faced magic weapons in combat that were designed by others. The power wands are an example of the devices created for war by the Crystalmancer. However, battle with some of the other magics often turned into hand to hand confrontations. The Crystalmancer was a skilled soldier, and hand to hand combat training was a required skill. When the staff was designed. the crystalmancer included a new energization process in the psionic circuitry that hadn't been used in other devices. The energization of the rod turns it into a formidable hand to hand weapon. This "new" psionic energization circuit is now incorporated in the sword and the energy wand. all other devices use an older energizing circuit. Many wand powers are similar to magic spells and psionic powers, but others are unique to the crystal. The typical rod device is a wand made of (in decreasing order of power) solid crystal, a pair of crystals connected by a metal rod, or a single crystal at the end of a metal rod. The most powerful rods are always those made from solid crystal.
Kinetic Power Wand
A power wand will be composed of a solid metal rod, about 12 to 18 inches long, with one or two crystals at both ends. The metal will be gold, silver, copper, or a combinalion of these. The crystals will always be six-sided but rarely more than a half inch thick. The crystals may have rounded, pointed, or flat tips and are usually very colorful, with bits of metal and gems buried in them. The power wand has the following abilities:
- Energize: Gives the wielder a +2 save vs magic. I.S.P.: One per every two melees/minutes.
- Stop Object: Any object weighing 50 pounds (22.5 kg) or less can be stopped from moving, even if in mid-flight. I.S.P.: 5. Duration: 2 melees/minutes.
- Paralysis bolt: Identical to the spell. I.S.P.: 8. Duration: Paralysis lasts 6 melees.
- Levitate Other: Identical to the spell. I.S.P.: 6. Duration: 6 melees/minutes, Limitation: Up to 250 pounds (112.5 kg) per level of the psychic
- Animate object: Identical to the spell. I.S.P.: 20. Duration: 6 melees/minutes. Limitations: Up to 150 pounds (67.5 kg) per level of the psychic.
- Fly: Identical to the Fly as the Eagle spell only it can be cast on the crystal's owner and as many as one other person per level of the owner's experience. I.S.P.: 25. Duration: 20 melees/minutes. Market Value: 300,000+ gold.
Wand of Psychic Force This wand projects psychic energy with the following resuhs: Energize. Gives the wielder a + I to save vs magic and psionic attacks. I.S.P. C~: One (I) per every t\lo-'O melees/minutes. 2. Enhanced Awareness. TIle crystal's owner and all those he regards as his allies. within a 20 ft (6 m) radius of the crystal. will have theIr awareness strengthened. They are + I on all saves, + 1 initia live, + I topalT)', + 1 tododge.I.S.P.:One(l)permekelminule. 3. Protection from Evil. An additional + I to save 'IS magic or psionic allacks from evil characters. I.S.P.: 2 per melee. 4. Globe of Daylight. Identical to the spell. I.S.P.: 6 per hour. Dura tion: One hour and travels with the wand. 5. Sec the Invisible. Identical to the spell. I.S.P.: 6. Dunnion: One hour. 6. Awaken and Awareness. All comrades within a 20 ft (6 m) radius who are asleep or otherwise distracted will suddenly be made fully and immediately awake. alen and/or aware at any sounds, sights or feelings of danger. All are +2 on initiative, guards will not fall asleep on duty and the characters cannot be surprised by a sneak altack. The owner of the crystal can deliberately limit the power to effect liS few as six individuals or to affect everyone. I.S.P.: 12 points per hour. Limitations: Applicable only when the group is camped. resting. and/or sleeping in one lcx:ation. It does 001 count when the individual or group is on the move. Market Value: 200,000+ gold
Controller Wand
The controller wand has destructive/combat powers. It costs one I.S.P. to activate the wand for two melees/minutes at a time. The owner of the device is +1 to save vs mind control.
- Dazzle: The creature is dazzled by a burst of "friendly energy" from the wand. startling and/or distracting it. The creature will be -1 on initiative for the entire melee and -2 to Solve against other powers/attacks of the wand. I.S.P.: 2 points. Duration: The flash of light is instant. Its dazing effect lasts one melee/minute.
- Hypnotic suggestion: Identical to the psionic power. I.S.P.: 2 per each hypnotic suggestion.
- Banish supernatural creature: The wand forces any one supernatural creature to leave the area and not return for at least an hour. This includes animated dead, mummies, zombies, entities, vampires, and low level devils and demons. High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not banished. But if it saves, the power of the wand can be tried again on the same creature. I.S.P.: 12 per each attempt. Duration: The creature must stop any attack and flee the area for at least one hour.
- Blind: Identical to the magic spell. I.S.P.: 10. Duration. 5 melees/minutes.
- Cause insanity: Identical to the psionic power. I.S.P.: 10 per insanity.
- Enslave and Bind creature: Any one creature can be magically bound and enchanted. The creature is prevented from going more than 60 feet (18 m) away from the wand, cannot attack the wand holder, and its hands and feet appear to be restrained by invisible shackles (reduce the number of attacks, combat bonuses and speed by half). High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not bound or enchanted. But if it saves, the power of the wand can be tried again on the same beast. Dragons, high level men of magic (8th and higher), and powerful or high level supernatural beings are not effected at all. I.S.P.: 20 per 15 melees/minutes. Market Value: 400,000 + gold.
Healing Wands
The healing wand can be used to affect either the wielder or others, one individual at a time.
- Stop bleeding: When the wand is energized it will stop any bleeding by the owner of the device and if kept activated during combat, it will prevent bleeding whenever he/she is cut, If touched to a wound on another character. it will instantly clot, stop bleeding and begin to heal hit points recover twice as quickly as normal. I.S.P. cost: One every two melees/minutes.
- Heal wounds: Can only heal physical damage. i.e. damage caused by cuts. scrapes, bruises. falls. etc. I.S.P.: 5 per each 1D6 hit points restored
- Heal burns: This magic will restore hit points lost by firelbums, energy bums or frostbite bums. I.S.P.: 5 per each ID6 hit points restored.
- Negate poison: This will negate any active poison or toxin, and can restore hit points lost through the effects of the toxin. I.S.P. cost: 8 per each ID6 hit points restored.
- Lust for life: Provides a bonus of +24% to save versus coma and death. I.S.P.: 15.
- Cure disease: Any disease is immediately cured. No hit points lost through the course of the disease will be restored, but a quick rccovery can now begin, heals twice as fast as normal. I.S.P.: 20. Market Value: 500,000+ gold.
Energy Wand
An energy wand is always a straight length of crystal, measuring six to eighteen inches in length (15 to 46 cm), and rarely more than a half inch thick. The crystals are normally six sided, with pointed tips and usually very colorful. There is only one type of energy wand which manifests powers based on pure energy. These powers cannot be used in any other type of wand. The powers of the energy wand are as follows.
- Energize Wand: Although typically small (18 inches), the wand becomes an energized blunt weapon. The wand will do 2D6 damage. Bonuses from W.P. blunt, hand to hand, and attributes should be added. I.S.P. cost: One (I) point per every two melees/minutes.
- Energy Bolt: The wand can shoot a psionic energy bolt. The bolt is composed of energy similar to electrical and will do 4D6 damage! Maximum range is 100 ft (30.5 m) and the target must be in line of sight: +5 to strike. I.S.P,: 6. Duration: Instant.
- Energy Field: The wielder can direct the wand to create a psionic energy field or bubble with a radius of nine feet (2.7 m). The crackling sphere of energy will seem to be shooting off from the skin of the wielder and cascading around him. Anyone else within the energy field will take 4D6 damage per melee. I.S.P.: 50. Duration: 5 melees/minutes.
- Sparkling Balls of Energy: The balls appear much like ball lightning but are not electrical energy. The wielder can aim his wand and shoot out one ball per Inelee action. The wielder must roll 10 strike, but the balls get a bonus of +4 to hit. Each ball does 3D6 damage. Maximum range is 60 feet (18 m). I.S. P.: 12 for three energy balls plus an additional 4 I.S.P. for ellch additional ball created.
- Call Lightning: Identical to the spell. I.S.P.: 12. Duration: Instant. Damage: 1D6 per level of the crystal owner.
- Dome of Energy: A solid dome of pure energy forms over the wielder of the wand. Any character touching the wall will suffer 1D6 damage every time it is touched. The dome is solid but seems flexible. Normal objects, including arrows, will bounce off and will not pass through. Likewise fire and energy bolts do not penetrate. A character can force his way though but such constant exertion against the energy will require one full minute, leaves the character open to attack for that minute (he cannot parry, dodge or stop pushing), and will suffer 5D6 damage in the process. I.S.P.: 15 per melee/minute. Market Value: 500,000 gold.
Crystal Swords
The most dynamic of the crystal rods is the sword. The crystal sword is a rod that functions as a special version of the energy wand. Only the hilt/handle part of the rod is constantly visible, When not activated, this is all that can be seen: the blade is invisible when not in use. However, once it is psionically activated for combat, the entire length of the crystal blade is visible and glows with energy. For an individual other than the one who constructed it to use a crystal sword, a successful object read is required. As with all crystal magic items, only characters with some measure of psychic power can use the sword.
As usual, the character must bond with the device in order to use its full range of powers. The crystal sword must be activated to be used as a sword or to access any of its other abilities. When a crystal sword is activated or energized. a powerful magical transformation and physical manifestation lakes place. A crystalline looking blade grows out from the hilt, and a sound not unlike the sound of metal scraping against metal, or a sword being drawn out of its sheath is heard. It is believed that the sound is actually that of ectoplasm crystallizing. The blade is constructed of ectoplasm and psychic energy, but once formed is indistinguishable from the crystal that makes up the solid hilt. The crystalline edge of the blade is extremely sharp and can be used to cut almost anything. The blade is indestructible as long as psychic energy is fed into it to constantly renew the ectoplasm. To activate a crystal sword, the individual simply grasps the bladeless hilt/handle and expends one I.S.P. The psionic energy instantly awakens the power of the device and creates the crystallized ectoplasmic blade. The weapon functions like a real sword with excellent balance and sharpness. The psionic owner of the sword can bond to only one crystal sword, but can also use a crystal staff or wand, one simple band and as many as two finger bands.
The blade appears to shatter into thousands of chips of crystal and a sound like breaking glass is heard whenever the sword is deactivated, shut down or it loses contact with its owner. The chips of crystal immediately disappear, seemingly evaporating into an ectoplasmic mist which quickly fades. A typical sword has an A.R. 18 and 1D4x100+500 S.D.C. points. Remember, the S.D.C. only becomes applicable when someone is trying to deliberately damage or destroy it. The creation of a crystal sword requires metals, crystals, and gems valued at no less than 100,000 gold to be built into the hilt. The choice of specific gems is purely the preference of the builder. The actual psionic circuit encoded in the sword is not visible. Every blade will be a different color. The color of the blade depends both on the wielder and the sword itself. The intermix of color in the blade tells two things: One, the core color is the chamcteristic color of the blade's maker, Two, the surrounding color is the characteristic color of its current owner. The specific colors reflects the wielder's alignment and health.
Colors correspond with the colors of mystic symbols:
- good or peace loving is white, silver, or light blue
- selfishness/selfserving and/or healing is yellows, gold, shades of orange, and greens
- evi1 and/or a warrior's nature is reds, blacks, greys, browns, and dark blues.
The same colors will dominate the character's psychic aura. The deeper or brighter the color, the stronger the personality it represents. The paler the color, the weaker or less focused that personality. The degree to which one color dominates the blade indicates which personality element is the most dominant.
The Curse of the Crystal Sword
The creation of a crystal sword is an intense, exhausting, and mind numbing task. One of the side effects of the months long project is that the creator's personality is often (50%) instilled into the sword. This is not true with most other rods. Crystal swords encoded with aspects of its creator will have its own alignment, prejudices, insanities, likes and dislikes which manifeSt themselves as subtle emotions, desires, impulses and fears. The personality of the sword never reveals itself until the wielder has reached a third level bond. At that level the psychic will begin to feel the crystal's presence. At fourth level this other personality begms to exert itself and personality changes or conflicts may begin to manifest themselves. Remember. the psychic bonding links the crystal sword and its owner/user together, in this case one influences the other. Unlike a rune sword, the crystal sword is not a completely independent personality. It does not have an I.Q. and it cannot communicate with the wielder. Even though the sword may have a particular alignment, it can be used by any psionic individual. Mutual alignments will simply mean less of an emotional clash than conflicting alignments. Every crystal sword has at least one powerful personality element or alignment and gives it to its owner (typically 1D4 + 1: G.M.'s discretion). Luckily, the majority of these elements will be personality traits and/or phobias, and seldom serious or debilitating insanities. The wielder cannot be cured of any insanities or odd habits/penonality traits as long as he owns the crystal sword. These elements can NEVER be removed from the sword.
Crystal Sword Abilities
The basic ability of the sword is to become a powerful magic weapon, the equal to any rune sword. They all do a minimum of 5D6 damage when used as a sword.
The damage increases as the bond between the wielder and the sword becomes stronger. Add +2 points of damage for every level of the bond (2-6, ten points total when bonding is complete). Since the weapon is considered to be magical, it will hurt creatures that are impervious to normal weapons, but vulnerable to magic.
Duration as a sword: The crystal sword will remain active for four melees/minutes for each one I.S.P. expended and as long as contact with the hilt is maintained. The crystal sword can be deactivated at any time with a single thought from its owner/bond-mate. This means that the sword's owner can activate it and lend it to aoother person for a few minutes before the sword automatically deactivates (it can only be renewed/maintained as a blade when held by its owner). The weapon deactivates when the wielder is knocked unconscious.
Powers:
- Energize: The magic sword blade appears. Damage: 5D6 (add +2 damage per each additional level of bonding starting with level 2).
Bonuses: +1 to strike, +2 to parry. I.S.P. Cost: One (1) point keeps the sword activated for four melees/minutes.
- Combat Awareness: The crystal sword's owner is +1 on initialive, +1 to dodge and cannot be surprised by sneak attacks. I.S.P.: None: one of the more advanced powers from the basic act of activation.
- Protection from Energy Attacks: Fire, heat, electrical and all energy attacks, including magic, do half damage. I.S.P.: None.
- Pick one finger band "Protection" power.
- Pick one Special Wand Ability as described under the specific types of crystal wands.
- Pick one of the "Special Powers of the Crystal Sword" see the descriptions that follow
The Special Powers of the Crystal Sword (pick one):
- Psionic Protection: The wielder gains a bonus to save vs psionics as a result of the bond created between the wielder and the sword. The character gains a +1 to save vs psionics when the sword is NOT activated and +3 when the sword is activated! I.S.P. cost: None, this is an automatic power.
- Crystal Skin: A thin layer of crystallized ectoplasm forms around the owner/user of the sword like a second skin or flexible body armour. The CryStal Skin has an A.R. of 20 and a S.D.C. of 24 points. The skin also deflects electrical or lightning blasts (no damage) as well as bolts of flame and lightning (no damage). Magic cold, psionic attacks and physical strikes do full damage. When the S.D.C. of the skin is depleted, it disappears in a mist. This is the same as the Master's Staff ability. I.S.P. cost: 24 per 10 melees or 24 per skin.
- Crystal Shield: A whirling circle of psionic energy and ectoplasm leaps out of the sword and forms a crystalline shield in the character's other hand. The circular shield is +4 to parry. I.S.P. cost: 10 points for every 10 melees/minutes.
- Blinding Flash: This is the same as the magic spell, but the sword is the only crystal device that has this ability. The sword suddenly swells with energy and sends out a burst of intense light. Opponent is temporarily blinded. -4 to strike, parry, and dodge for 1D6 melees. Standard save vs magic. LS.P. cost: 4.
- Any One Psionic Ability: A crystal sword can possess any one psychic ability regardless of level. Psionic strength, range and duration is equal to a sixth level mind mage. I.S.P. cost: As per that particular ability. see the psionics section.
Market Value: Varies from 500,000 to over a million gold.
Crystal Staves
One the most powerful crystal rods is the Staff. The typical staff is made of solid cryslal. A staff will be four to eight feet (1.2 to 2.4 m), but most are around six feet (1.8 m) in length. The crystal staff combines elements of all the other types of crystal rings and rods. The energization of the staff turns it into a formidable hand to hand weapon, but only a master psionic can tap into all of its powers. Minor and major psionic characters can only access the first six abilities, which are similar to those of the sword. This is true no matter how complete the psychic bond or how many decades the character may have the staff in his possession. Only a master psionic can access all 12 of the crystal staff's powers.
Powers:
- Energize. The magic staff is activated. Damage as a blunt weapon: 2D6. Bonuses: +1 to parry, I.S.P. cost: One (1) point keeps the staff activated for four melees/minutes.
- Combat Awareness. +1 initiative, +1 dodge and cannot be surprised by sneak attacks. I.S.P.: None, one of the more advanced powers from the basic act of activation.
- Pick one finger band "Receptive" power.
- Pick one finger band "Protection" power.
- Pick one "Destructive" wand power as described in the wand section.
- Pick one of the "Special Powers" of the Crystal Sword: see the previous description.
- Pick one additional "Destructive" wand power.
- Pick one additional finger band "Protection" power.
- Pick one of the wand "Healing" powers.
- Pick one additional Special Power of the Crystal Sword or one of the Staffs Cloud abilities.
- Staff does an additional 2D6 S.D.C. damage as a blunt weapon.
- Pick one Crystal Staff Cloud ability.
Crystal Staff Cloud Abilities:
- Cloud of Health or Sickness: A green or black cloud of ectoplasm spreads out from the Staff covering a radius of five feet (1.5 m) per level of the staff owner. The cloud can be maintained for one melee/minute for every 40 I.S.P. spent. The clouds have the following effects:
Green: Soothing/healing/curing: Restores 2D6 hit points, relieves discomforts of any kind, negates poison and disease, and provides a bonus of +50% to save vs coma and death.
The Black Cloud: Pain/suffering. Everybody who enters the cloud loses 2D6 hit points and suffers from fever, nausea and stomach cramps for 1D4 hours. Victims are -2 to strike, parry and dodge, reduce speed and attacks per melee by half, plus the characters are -2 to save vs sickness and poisons. A successful roll to save vs magic requires a 16 or higher and means the symptoms are less severe and penalties are half.
I.S.P.: Either cloud costs 40 I.S.P.
Duration: 1D4 hours.
- Cloud of Knowledge or Trouble: A yellow or blue cloud of ectoplasm spreads out to cover a radius of 5 feet (1.5 m) per level of the rod's owner, with the following effects:
Yellow: Restores memories removed or lost by mind wipe, mental blocks or amnesia (there may be some special exceptions: G.M.'s discretion). +20% on all skills, +1 on initiative, and concentration is sharp and focused.
The Blue Cloud: All within the cloud are subjected to ill luck for a period of 1-4 hours: -1 on all combat rolls, - 1 to save vs magic and psionics. -4 to save vs illusions. -2 to save vs poison and disease, -10% on all skills, and tends to make mistakes, stumble, fall and make noise all the wrong times. A successful roll to save vs magic requires a 16 or higher and means the penalties are half as severe.
I.S.P.: Either cloud costs 60 I.S.P.
Duration: 1D4 hours.
- Cloud of Peace or War: A white or red cloud of ectoplasm spreads out to cover a radius of 5 feet (1.5 m) per level of the rod's owner, with the following effects:
White: Everyone in the cloud loses the desire to battle. Victims of this magic suddenly have a greater understanding and compassion for his opponent. They are likely to smile, laugh, call a truce, and/or (for the moment) go their separate ways without bloodshed. Anybody who persists in fighting is -10 to strike and to inflict damage, and +10 to pany and dodge. Everyone gets an automatic parry
The Red Cloud: The mood is one of anger. Tempers flare, prejudices and petty dislikes turn hostile! Victims of the cloud's magic are aggressive and mean. +10 to strike and damage. -10 to parry/dodge, and the voice of reason cannot be heard. Some may fight to the death. A successful roll to save vs magic requires a 16 or higher and means the penalties, bonuses and effects are half as severe.
I.S.P.: Either cloud costs 90 I.S.P.
Duration: 1D4 x 10 minutes.
- Cloud of Discord: A brown cloud spreads out to cover a radius of 5 feet (1.5 m) per level of the rod's owner, with the following effects:
It diffuses ALL other magic and psionics! The Anti-Magic Cloud spell was based on this cloud! There is only a 1-50% chance that any magic will work while in the cloud and those that do work are only at FIRST level strength
No psionic powers function. Psionic characters find it difficult to concentrate and cannot even successfUlly meditate. A successful roll to save vs magic requires a 16 or higher and that means the duration of the cloud is reduced by half for that particular character.
I.S.P.: 130
Duration: 1D4 melees/minutes
Market Value: 2D4 million gold
Crystal Wheels The wheel is more complex than the average crystal device. Although many more were once possible, only three cryslal wheel devices are known to exist: The Controller Wheel, The Crystal fortress, and the Crystal Gateway. The typical wheel is made up of seven main cryslals. There is a central rod. or "hub" crystal, and the six other matched, but smaller crystals located around the hub. connected by metal or crystal spokes. The Controller Wheel The controller wheel has all of the abilities of the controller star and wand (12 powers total). In addition. the range of all the powers are two times that of the Slar or wand. Panicularly large wheels may have tremendous range that may cover miles. There is a conlrOlIer wheel in storage at thc crystal fOl1ress and no one is currently bonded to it. The Crystal Owner is not likely to let most people use it; only an extremely trusted character. This particular con troller whecl is eight feet (2.4 m) in diameter and weighs nearly three hundred pounds (135 kg). This wheel is composed ofa huge hub crystal weighing 200 pounds (90 kg). and 2 feet long (0.6 m) and 8 inches (20 cm) in diameter. The six ring crystals are connected to the hub and each other by wire mesh. making it very easy to take down and carry. In storage or when it is being transported it is about the size of a dume bag. two feet (60 cm) long and one foot (30 cm) in diameter.
The Crystal Fortress
The Crystal Fortress is a unique crystal device that is actually made up of two functionally separate parts. The Fortress itself is composed of the keep and ring wall (the rod and the ring), the palace section is a separate part.
The Crystal Palace which sits atop the Keep is described separately because it is a distinct device that may function without being connected with a crystal fortress. Like most crystal devices, only one person, its master, can bond with the fortress and draw on its powers. To use its powers, the master must physically touch some portion of the fortress, the walls, floor, pillars, ceiling, etc. As long as any portion of exposed skin (hands, feel, etc.) is in contact with the crystal, its master/owner can draw on its powers. Skin to crystal contact with the keep/fortress also provides contact with the palace, if it is attached to the keep.
The Crystal Keep, a tall, narrow tower, is the rod portion of the structure. The hexagonal Ring Wall is the ring or wheel half of this large scale rod and wheel. This particular rod and wheel combination is so large that people can actually live inside or around them. There are actually different floors, ramps, stairs and chambers within the keep/rod. Inhabitants, other than the fortress' master, are not affected in any negative or overtly magical way. The keep is effectively a very large, hollow, crystal staff at the center of a six sided ring. The Fortress Keep serves separately as the rod and focus of the master who controls it.
The keep/rod is 100 feet (30.5 m) in diameter, and 100 feet (30.5 m) long/tall. It is six sided, with a flat top and its bottom is located beneath the ground. At the joint of each corner of the hexagonal wall is one of the six, giant ring crystals. Each stands about 50 feet tall and 50 feet in diameler wilh a flat top. These six ring crystals are connected to each other by a long lenglh of solid cryslal wall. Each wall section of crystal is 30 feet thick and 30 feet tall. The top of the wall parts have a sharp chisel point, making it difficult to scale. Holding onto the chisel point inflicts 1D6 points of damage and cuts like a knife. Falling or leaning on the chiselled point causes 3D6 points of damage and is akin to falling on an axe blade. The huge area encompassed by the Fortess wheel/ring wall gives the fortress complex a 30 mile range of operation.
The Curse of the Crystal Fortress
The building of such a colossal construction takes years to complete. It is an intense and exhausting task. One of the side effects from the great amount of time and effort put into its creation is that some portion of thc creator's personalily is always instilled into the giant device. Consequently, a Crystal Fortress will always have the alignment, prejudices, phobias and other strong emotions or insanities from its creator. The psionic bonding process with the device means that the new master of the fortress or palace also bonds with the psychic impressions imprinted into the device when it was made. This psychic imprint of the original creator can have a profound effect on the new owner. At first, the other personalitY traitS manifest themselves as subtle emotions, desires, impulses, and fears. At seventh level bonding (the 7th power) the other personality begins to exert itself and can begin to change the personalitY of the new owner. Conflicts of alignment, motives and desires will occur regularly. By the 12th level of bonding the new owner may change his or her alignment and is likely to have several new personality quirks, habits and goals that the character never had prior to his bonding with the crystal device.
With the passage of time and further bonding, the new owner, especially characters with an M.E. of 20 or less, will take on much of the personality of the original creator, and may even talk and/or try to look like him/her. All of this happens on the subconscious level so the real personality and conscious mind of the new owner is completely oblivious to any change and dismisses any comments to the contrary.
Note: All characters who bond with a crystal fortress or palace will be subject to the changes noted above. The alignment will change, unless the two alignments are the same, and the character will suffer from 1D4 + 1 phobias and/or obsessions, and one additional insanity of the G.M.'s choice (be reasonable). This is in addition to new quirks, habits, prejudices, likes and dislikes. The owner/user of the crystal device cannot be cured of any insanities or habits or personalily traits as long as he is linked to the crystal fortress or palace. The only way is to leave it/them and never come within 100 miles of it.
The same thing will happen to any new character who links with the crystal structures. These elements can NEVER be removed from the crystal structures. Remember, only one person can link with and use the powers of the crystal fortress. If the fortress is abandoned by its current owner, it will become complelely dormant, awakening only when a new psionic character links to it. If the old owner returns after a new character has linked to the device, he cannot exert any control or power over it; his link, at least for the moment, is broken. Only the current owner can call upon its powers. However, if the current owner is slain and the previous owner is within the 30 mile (48 km) range, the fortress bonds to him whether he wants it to or not. The link is instant and complele, giving him immediate and total control (up to the level of his previous knowledge) over the device.
Crystal Fortress Statistical Data
The entire ring wall is 30 feet thick, and 30 feet tall. Each 20 x 20 x 20 ft (6 x 6 x 6 m) section of the ring wall and keep has 20,000 S.D.C. This is a little harder than stone. For comparison, the same amount of iron has 25,000 S.D.C., the same amount of stone would be rated at 18,500 S.D.C. It is impossible to breach any section smaller than a twenty feet (6 m) because of the nature and construction of the cryslal.
Explosion Note: Destroying any area of the wall will cause an explosive discharge of energy. The 20,000 S.D.C. rating still represents a high internal energy density. If the ring wall were to fracture and explode, it would do 10D6 x 20 damage to anything within 10 feet of it, or 10D6x2 damage to anything within 100 feet (30m) of it. However, in order for the entire ring wall to fracture, its entire 100 million S.D.C. must be depleted.
Repair Note: The wall can be made to regrow NEW crystal in a matter of minutes. A 20 foot section will require the Crystal Palace to expend 20,000 I.S.P. and will be as good as new within 10 minutes. The total S,D,C. of The Crystal Fortress amounts to 100,000,000 S.D.C. because of the large amount of crystal in the structure. The entire fortress cost in excess of 1,000,000,000 I.S.P. to build and activate, requiring the work of over 3000 mages, slaving under the wizard for about 15 years, to complete the construction.
Note: The owner instantly senses when and where damage is occurring to any part of the fortress, ring wall or palace.
The powers of The Crystal Fortress
The fortress has the powers of the controller rod, controller star, campfire star, monitorstar, and the communicator headband. Many of these powers are effectively "on" all the time. The range of most powers (including the campfire and monitor powers) is 30 miles (48 km). I.S.P.: The Owner expends all of his personal I.S.P. every day in maintaining the Crystal Fortress, restoring S.D.C. damage, and replenishing the storage battery. The Keep/rod is really an I.S.P. storage battery With a maximum capacity of one million I.S.P. The Fortress also draws small amounts of i.S.P. from all within 30 miles of it. The Crystal Fortress is able to replenish its reserve of psionic energy by drawing I.S.P. from anyone within 30 miles, but only when they are sleeping or meditating, and only if they are near their maximum I.S.P. level. While they sleep, the Fortress draws one I.S.P. per hour from each. Only the owner can access the I.S.P. reserve or use any of its formidable powers. Remember, the Crystal Fortress is effectively a computer with access to incredible powers and abilities. However, for any of those powers to be used, it must be accessed and directed by the owner. It is the owner (albeit under the psionic innuence of the Crystal Fortress) who actually controls every aspect of the Fortress, from weather control to daily functions. Without an owner the Fortress shuts down.
Levels of Power
Communicator Powers Note: Most of these powers are on all the time. That is one of the reasons that the fortress must constantly collect new I.S.P.
- Detect Psionics:
I.S.P.: Not applicable; always on.
Duration: Constant.
Range: 30 miles (48 km).
Note: When a psionic approaches the keep, the owner and the Fortress will sense the character's presence.
- Extended telepathy:
I.S.P.: Not applicable; always on.
Duration: Constant.
Range: 5 miles (8 km).
- Short-range call:
I.S.P.: Not applicable.
Duration: Constant.
Range: 10 miles (16 km).
- Long-range telepathy:
.I.S.P.: Not applicable, always on.
Duration: Constant.
Range: 30 miles (48 km). When communicating with a communicator headband, the range increases to 50 miles (80 km).
- Long-range call:
I.S.P.: 10.
Duration: 1 hour.
Range: This is a one-way telepathic message to a specific individual within 30 miles (48 km). When calling a person wearing a communicator headband, range increases to 300 miles (480 km).
- Worldwide call/communication:
I.S.P.: 20.
Duration: 1 hour.
Range: A one-way call can be made to anyone character anywhere in the world. Two-way communication is possible only if the character being contacted is wearing a crystal communicator.
The Powers of the Campfire Star Note: Most of these powers are on all the time and is one of the reasons that the fortress must constantly collect new I.S.P.
- Light:
The crystal device will radiate light equal to a large. well stoked campfire. The light is normally a flickering type like a campfire, but can be made steady and constant for double the I.S.P. cost. The light can also be reduced in intensity or turned off with a thought. This light does not radiate heat. In the case of the fortress, the owner can turn the light on in any or every room, or cause the entire fortress and ring wall to glow with light.
I.S.P.: 2 per hour.
- Warmth.
In the case of the fortress, the owner can create warmth in any or every room. or cause the entire fortress and ring wall to radiate heat (not dangerous although it may seem menacing). The amount of heat can be regulated by its owner. but will never exceed the owner's comfort level. The crystal itself remains cool to the touch. I.S.P.: 4 per hour. Range: 30 mile (48 km) area.
- Protection from insects/animals. A psionic aura keeps away pestering, non-intelligent insects and animals.
I.S.P.: 4 per hour. Range: a 30 mile (48 km) area.
- Environmental shield: The environment of a 30 mile (48 km) area, is under the control of the owner of the fortress and can be kept at his comfort level. This means temperature, humidity, rain, wind, etc.. are all regulated by the owner and the Crystal Fortress.
I.S.P.: 20 per hour. Range: 30 miles (48 km).
- Protection from monsters: A 30 mile (48 km) area, is under the protection of the Crystal Fortress Owner. The magical aura that encompasses the entire valley functions like a simple circle of protection and repel animals spell. Predatory animals, rock crawlers, devil diggers, giant insects and other low intelligent animals/monsters will not invade the area. Evil members of the monster races and supematural beings (including elementals, devils and demons) cannot enter the area of protection either.
I.S.P.: 20 per hour.
- Energy Absorption: A 30 mile (48 km) area, is under the protection of the Owner and his fortress. The Valley is protected from all types of energy attacks, including lightning, forest fires, etc.
Note: This also means that magic powers such as call lightning, ball lightning, fire balls, circles and walls of any kind will not work, cannot be cast, anywhere in the 30 mile area. However, the Owner can work any of the Fortress' powers or temporarily cancel this protection or a small area of this protection to allow wizards to work their energy magic. I.S.P.: 6 per hour. Range: The 30 mile (48 km) area.
The Powers or The Monitor Star Note: The Owner can use any or all of these powers at will by simply looking into any part of the Crystal Fortress, Palace or ring wall.
- Close-range monitor: The user can track a single individual, humanoid or animal, at a distance up to one mile (1.6 km).
I.S.P.: One (1) per melee/minute.
- Long-range monitor: A single individual can be tracked at up to 100 miles (160 km) away.
I.S.P.: Two (2) per melee/minute.
- Worldwide tracking. The range is extended to anywhere in the world
I.S.P.: 6 per melee/minute.
- Monitor psyche. The owner of the star can sense the emotions of the character he is observing. Fear, anger, sorrow, happiness, love, anxiety, and other emotions can be recognized.
I.S.P.: An additional 4 per melee/minute added to the close, long range or world power.
- Monitor the area around the subject being observed. The owner of the star can sense the presence of magic, psionics and supernatural evil through the person he is observing. He can also see astral travelers.
I.S.P.: An additional 4 per melee/minute added to the close, long range, or world power.
- Dimensional monitor: The fortress cannot see into other dimensions, but it will indicate that the subject of observation is alive and that he has gone to a different dimension. This power also enables the user to see astral travelers and entities who may be observing him or in the area. This is possible because the astral traveler's physical body is still in our physical world and the traveler is looking into our dimension.
I.S.P.: 10 per melee/minute.
The Powers or the Controller Star Note: Most of these powers are on all the time and that is why the fortress must constantly collect new I.S.P.
- Empathy: This power works like the psionic power, but is limited to the connection range/area effect of the device as limited by its size. Everyone within range will be subject to broadcasting their emotions.
I.S.P.: One (1) per every four melees/minutes.
- Extended telepathy: Identical to the psionic power.
I.S.P.: Two (2) I.S.P. per every four melees/minutes. Range: 30 miles (48 km).
- Mind wipe: By touching the device and a character, the owner of the crystal device can psionically erase memories. Identical to the mind wipe ability.
I.S.P. cost: 10 for a single thought. 50 to completely blank a mind. Range: This power can only be used at the Fortress and Palace.
- Cure insanity: Any form of insanity, whether resulting from trauma or magic, can be permanently cured.
I.S.P.: 90. Range: This power can only be used at the Fortress and Palace.
- Protection from hostility: All within the area of effect are impervious to possession and vampire mind control. Similarly, possessing entities and vampires cannot enter the area. Furthermore, any creatures with hostile thoughts are unable to enter (or stay in) the area of effect. A saving throw to save vs psionics (16 or higher) is allowed. A successful save means the creature can enter the area and attack but is -4 to strike, parry and initiative.
I.S.P.: 15 per hour. Range: This power can only be used in the Fortress and Palace.
- Mind scrambler: The memory of every person within the area of effect is scrambled. Thoughts are a confusing jumble, details are impossible to remember and its victims cannot articulate their thoughts.
Penalties: -14% on all skills, -2 on initiative, -2 to strike, parry and dodge, -4 to save vs hypnotic suggestion, charm, mind control and illusions. A saving Ihrow to save vs psionics (16 or higher) is allowed. A successful save means the character is not as "scrambled" and all penalties are half. I.S.P.: 20 per hour. Range: 30 miles (48 km).
The Power of the Controller Rod Note: The Crystal Owner can use any or all of these powers; by touching any part of the Crystal Fortress, Palace or ring wall.
- Dazzle: The creature is dazzled by a burst of "friendly" energy, startling and/or distracting it. The creature will be -2 on initiative for the entire melee and -2 to save against other powers/attacks.
I.S.P.: 2 points. Duration: The flash of light is instant, Its dazing effect lasts one melee/minute.
- Hypnotic suggestion: Identical to the psionic power.
I.S.P.: 2 per each hypnotic suggestion.
- Banish supernatural creature: This power forces any one supernatural creature to leave the area and not return for at least an hour. This includes animated dead, mummies, zombies, entities, vampires, and low level devils and demons. High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not banished. But if it saves, the power can be tried again on the same creature.
I.S.P.: 12 per each attempt. Duration: The creature must stop any attack and flee the area for at least one hour.
- Blind: Identical to the magic spell.
I.S.P.: 10. Duration. 5 melees/minutes.
- Cause insanity: Identical to the psionic power.
I.S.P.: 20 per insanity.
- Enslave and Bind creature: Any one creature can be magically bound and enchanted. The creature is prevented from going more than 60 feet (18 m) away from the user, cannot attack, and its hands and feet appear to be restrained by invisible shackles (reduce the number of attacks, combat bonuses and speed by half). High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not bound or enchanted. But if it saves, the power can be tried again on the same beast. Dragons, high level men of magic (8th and higher), and powerful or high level supernatural beings are not affected at all.
I.S.P.: 20 per 15 melees/minutes.
Special Power
- One ability unique to the fortress is the power to create openings, portals and passages through solid walls. The Keep and each of the six standing ring crystals at the ring wall have secret internal passages that are accessible only to the Master of the Crystal Fortress, the Owner. Both the Keep and ring wall pillars seem to be completely solid but are actually made up of millions of individual crystals which can be manipulated and moved by the owner to make openings and passage ways. The owner can also use this power to reshape the internal rooms, hallways, and passages of the keep, turn doorways into solid walls and solid wall into a doorway. He also uses the power to create secret vaults where he stores valuables and crystal devices. These vaults are small chambers or pockets inside solid walls or pillars. There is no door or opening to the vault because only the owner may access it. To do so, he simply moves the crystal to make an opening. In some instances, shapes and colors of the objects contained inside a vault can be seen through the semi-transparent crystal, but it is impossible to tell exactly what the object may be and the only way to get to it is to smash through the crystal. Any attacks against the structure of the fortress or palace, and the location of the attack is instantly known to the Owner.
The I.S.P. cost for rearranging a ten foot (3 m) area of crystal is 20 I.S.P. per action/change. For example: To turn a door into part of the wall costs 20 I.S.P. and counts as one melee action. Likewise, to make an opening/door it costS 20 I.S.P. and counts as one melee action. To make a vault means making an opening, creating a room or pocket, and sealing the vault. 60 I.S.P. to create a room or pocket, and sealing the vault: 60 I.S.P.. taking three melee actions/attacks or about one to one and a half minutes.
Other Unique Crystal Devices
The Crystal Palace:
The Crystal Palace is a special crystal structure similar in some ways to the Crystal Fortress. It has the same special power to create passages, rooms, vaults and doorways, as well as the same basic S.D.C., repair, and explosion stats. The palace also has the same campfire star powers and those of the healing wand; 13 powers in all. The healing powers work automatically on the master of the palace. Typically a week's rest and relaxation in the palace will restore all of a character's hit points, and cure any disease. It also has water purification fonts, fireless cooking pits, flushless toilets, and numerous other convenient abilities. The Crystal Palace rests on top of the Crystal Keep and has about a half acre (20,000 square feet) of functional living area, spread over three main levels. It can easily house forty people in palatial comfort.
Crystal Ships:
The extremely rare Crystal Ships are constructed from a very special material called Elaorman. This crystaline substance is magically grown to form the hulls and masts of these graceful ships. The ships are large and armed with 8 Heavy Balista and 4 light catapult, a mangonel (traction trebuchet) as well as a host of other magical weapondry. The generally have six sets of quarters (four for the crew and two for high-ranking officers), a cargo hold, a galley and multiple decks. The ship typically holds a crew of 80.
Piloting a crystal ship may seem easy from the outside looking in, but it actually takes a lot of concentration and mental acuity to successfully navigate one. They are powered by psionics just like other Crystal Items and so require a proficient psionisist to pilot the ship. The original crystal ships would draw energy from the Psionisist but this proves to disasterious to the psionisist and so the Helms were developed. Usually shaped like a captain's chair, the helm has indentations for the captain's feet, arms and head. Once magically connected to the vessel, a pilot need only visualize the direction and location they wish to travel to. In addition to the helmsman piloting the ship, oars, wings, waterwheels, sails and fins are required to help with maneuvering. The Helm acts as a psionic battery as well as a control device. Generally, once a helmsman has taken a seat and bonded to the helm no other can pilot the ship psionically, hence the need for secondary methods. If the ship is attacked and suffers physical damage, the helmsman will also feel pain. If a helmsman were to die while piloting the ship, the connection to the helm would be lost and the vessel would drift, out of control until secondary methods are deployed. It is worthy to note that the ships do not function nearly as well on the seconday methods as the crystal ships are heavy and ponderous as compared to traditional elven ships.
Powers of the Crystal Ship (Helm):
Note: Most of these powers are on all the time. That is one of the reasons that the fortress must constantly collect new I.S.P.
- Detect Psionics:
I.S.P.: Not applicable; always on.
Duration: Constant.
Range: 30 miles (48 km).
Note: When a psionic approaches the keep, the owner and the Fortress will sense the character's presence.
- Extended telepathy:
I.S.P.: Not applicable; always on.
Duration: Constant.
Range: 5 miles (8 km).
- Short-range call:
I.S.P.: Not applicable.
Duration: Constant.
Range: 10 miles (16 km).
- Long-range telepathy:
.I.S.P.: Not applicable, always on.
Duration: Constant.
Range: 30 miles (48 km). When communicating with a communicator headband, the range increases to 50 miles (80 km).
- Long-range call:
I.S.P.: 10.
Duration: 1 hour.
Range: This is a one-way telepathic message to a specific individual within 30 miles (48 km). When calling a person wearing a communicator headband, range increases to 300 miles (480 km).
- Worldwide call/communication:
I.S.P.: 20.
Duration: 1 hour.
Range: A one-way call can be made to anyone character anywhere in the world. Two-way communication is possible only if the character being contacted is wearing a crystal communicator.
- Light:
The crystal device will radiate light equal to a large. well stoked campfire. The light is normally a flickering type like a campfire, but can be made steady and constant for double the I.S.P. cost. The light can also be reduced in intensity or turned off with a thought. This light does not radiate heat. In the case of the fortress, the owner can turn the light on in any or every room, or cause the entire fortress and ring wall to glow with light.
I.S.P.: 2 per hour.
- Warmth.
In the case of the fortress, the owner can create warmth in any or every room. or cause the entire fortress and ring wall to radiate heat (not dangerous although it may seem menacing). The amount of heat can be regulated by its owner. but will never exceed the owner's comfort level. The crystal itself remains cool to the touch. I.S.P.: 4 per hour. Range: 30 mile (48 km) area.
- Protection from insects/animals. A psionic aura keeps away pestering, non-intelligent insects and animals.
I.S.P.: 4 per hour. Range: a 30 mile (48 km) area.
- Environmental shield: The environment of a 30 mile (48 km) area, is under the control of the owner of the fortress and can be kept at his comfort level. This means temperature, humidity, rain, wind, etc.. are all regulated by the owner and the Crystal Fortress.
I.S.P.: 20 per hour. Range: 30 miles (48 km).
- Protection from monsters: A 30 mile (48 km) area, is under the protection of the Crystal Fortress Owner. The magical aura that encompasses the entire valley functions like a simple circle of protection and repel animals spell. Predatory animals, rock crawlers, devil diggers, giant insects and other low intelligent animals/monsters will not invade the area. Evil members of the monster races and supematural beings (including elementals, devils and demons) cannot enter the area of protection either.
I.S.P.: 20 per hour.
- Energy Absorption: A 30 mile (48 km) area, is under the protection of the Owner and his fortress. The Valley is protected from all types of energy attacks, including lightning, forest fires, etc.
Note: This also means that magic powers such as call lightning, ball lightning, fire balls, circles and walls of any kind will not work, cannot be cast, anywhere in the 30 mile area. However, the Owner can work any of the Fortress' powers or temporarily cancel this protection or a small area of this protection to allow wizards to work their energy magic. I.S.P.: 6 per hour. Range: The 30 mile (48 km) area.
- Close-range monitor: The user can track a single individual, humanoid or animal, at a distance up to one mile (1.6 km).
I.S.P.: One (1) per melee/minute.
- Long-range monitor: A single individual can be tracked at up to 100 miles (160 km) away.
I.S.P.: Two (2) per melee/minute.
- Worldwide tracking. The range is extended to anywhere in the world
I.S.P.: 6 per melee/minute.
- Protection from hostility: All within the area of effect are impervious to possession and vampire mind control. Similarly, possessing entities and vampires cannot enter the area. Furthermore, any creatures with hostile thoughts are unable to enter (or stay in) the area of effect. A saving throw to save vs psionics (16 or higher) is allowed. A successful save means the creature can enter the area and attack but is -4 to strike, parry and initiative.
I.S.P.: 15 per hour. Range: This power can only be used in the Fortress and Palace.
- Dazzle: The creature is dazzled by a burst of "friendly" energy, startling and/or distracting it. The creature will be -2 on initiative for the entire melee and -2 to save against other powers/attacks.
I.S.P.: 2 points. Duration: The flash of light is instant, Its dazing effect lasts one melee/minute.
- Banish supernatural creature: This power forces any one supernatural creature to leave the area and not return for at least an hour. This includes animated dead, mummies, zombies, entities, vampires, and low level devils and demons. High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not banished. But if it saves, the power can be tried again on the same creature.
I.S.P.: 12 per each attempt. Duration: The creature must stop any attack and flee the area for at least one hour.
- Telekinisis: This power is used to control the ship's movement and speed
I.S.P.:0, this is an automatic function of the helm
The Cradle and Crystal Ball:
The crystal ball is an ordinary, pure ball of crystal, typically 4, 6, or 8 inches in diameter. It is pure, raw, but polished crystal, and I.S.P. do not go into making it. The crystal ball itself is basically not the source of the psionic crystal magic, but the method of viewing (i.e. a monitor). This is why the modern crystal balls cannot originate from the ancient crystal-magic devices from the Time of a Thousand Magics. The power of this ancient style of crystal ball rests in the cradle that holds the ball. The cradle is cut from a block of crystal, and has a six sided, faceted, concave depression to hold the ball. The pedestal is clearly a crystal-magic device complete with the psionic circuitry of gold and silver threads woven through the block. The cradle is useless without a proper size, perfectly round, perfectly polished, pure crystal sphere (non-magical). Size is seldom a problem because the place for the ball is actually a six faceted in-cut crystal shape that can hold a range of appropriate sizes, just nothing too small or too large. Note: Only the character linked to the crystal cradle can see, hear and communicate through the cradle and ball. Others see nothing inside the crystal ball.
The powers of the cradled crystal ball:
- Locate and view others: A single individual or group who is well known to the crystal user can be located, observed and followed up to 2000 miles away. The crystal viewer sees and hears everything the subject person sees, says or hears. Similar powers and restrictions as for a conventional magic crystal ball apply (see page 139 of the Palladium RPG).
I.S.P.: One (1) per melee/minutes
- Call & link to another crystal ball: This must be a functional crystal ball and cradle, and it must be within 1,800 miles. The call is heard at the other crystal, but the first sees nothing until the second is also activated. When the other side of the link is established, full two-way sight and sound can be transmitted from one to the other. I.S.P.: One (1) point per melee/minute. Users of both crystals must expend I.S.P. in order to maintain the link.
- Bird's Eye View: This allows the crystal viewer to look at a wide area (50 food radius) around the subject person he is observing or communicating with from a bird's eye view (height of 5O feet).
I.S.P.: An additional 10 points per melee/minute.
- Roving sight: Allows the user to direct the bird's eye view to travel in any direction at a speed of 45 (31 mph), but always maintaining a height of 50 feet above the surface.
I.S.P.: An additional 20 Points per melee/minute.
- Range: 1000 feet
- Dimensional call and link 10 crystal balls. Same as number two, only this link can transcend to other dimensions.
I.S.P.: 30 points per melee/minute. Users of both crystals must expend I.S.P. in order to maintain the link.
Crystal Armour: Crystal armour is another rare special crystal item that may be related to crystal rings or the ships. Its hollowness and circular tube shapes may make it a deviant rod and ring structure.
Armor Rating: 18
S.D.C.: 300
I.S.P.: One (1) point for every two melees/minutes of movement.
Movement & Limitations: Crystal armour is very different than the usual suit of armour. When it is not activated, it stands as one solid, rigid piece like a life sized sculpture. It weighs only 30 pounds so it can be transported with relative ease. It is impossible to even enter the suit unless it is activated/energized at a cost of one I.S.P. for every two melees/minutes of movement. When energized, the armour's owner simply backs into it. The crystal allows him to press through and covers every inch of his body, form fitting to perfection. The action of donning the suit counts as one melee attack for that round. The crystal suit seems to be weightless and does not encumber the wearer in any way (no prowl or speed penalties).
Repairs: the suit will protect the wearer until the S.D.C. reaches zero. Up until that point, all the armour's powers remain fully functioning. The character pops out of the armour the moment it reaches zero S.D.C.; however, the armour is not destroyed until it has taken an additional 300 S.D.C. damage below zero. The zero or below zero armour simply stands or lays on the ground in a temporarily unusable condition. It cannot be worn or its powers used until it is brought back up to at least one point above zero. The S.D.C. can be replenished/repaired at a cost of one I.S.P. point per each one S.D.C. point. The P.S.P. can come only from the armour's owner. Obviously, tremendous damage may require several days or even weeks to restore the armour to its full level of 300 points. If more than 300 points below zero (600 total) are inflicted. the armour is destroyed.
Magic Powers: All crystal suits of armour have the same 18 powers; The six communicator headband powers, the six defender ring powers, and the six protector-ring powers. The powers are available to the wearer at the same levels as listed with those devices and the I.S.P. costs are the also the same. As usual, the character using the armour must have some measure of psionic abilities (needs I.S.P.) and must mentally link/bond with the armour. The longer the bond, the more powers are available to him.
Crystal Golem: The Crystal Golem is frighteningly beautiful to behold (P.B. 28) and 86% of those confronting it are loath to attack it for fear of damaging it! The crystal golem stands fifteen feet (4.6 m) tall and its appearance resembles that of an elf. It has bright green emerald eyes and a huge, glowing, red ruby for a heart. Its hair is pure flowing silver. Gold, silver, and copper threads run throughout its body more densely than with other crystal objects. It seems that crystal bones can even be seen beneath its crystal skin. A Crystal Sword hangs from the waist of the golem. It can be thought of as a complex structure composed of rods and rings. The crystal golem is the only animated crystal with preprogrammed responses and independent actions - it functions like a robot.
The Typical Crystal Golem Attributes: I.Q. 8., P.S. 25., P.P. 20., P.B. 28., and Spd 12. The M.A ., M.E., and P.E. are not applicable. Natural A.R.: 18 S.D.C.: 1000 (If the golem sustains 1,000 points of damage, it will be deactivated, but not destroyed. An additional 1000 S.D.C. below zero must be inflicted to destroy it, Otherwise, the golem can be healed by its owner at the usual cost of one psionic I.S.P. per one S.D.C. point).
If the total S.D.C. are depleted (2000), it will fracture and explode doing lD6x100 damage to a 30 foot area. Attacks per Melee: Five. Damage is 2D6+10 by punch or kick, or by weapon, + 3 to strike, parry and dodge. +1 on initiative. The golem can also shoot a pair of laser-like beams from its eyes as often as twice per melee round. Each laser blast counts as one of its melee attacks. Laser damage: 3D6 per blast, range: 200 feet. Bonuses: +3 to save vs magic and psionics.
Abilities: It is impervious to poison, gases, drugs, and disease, as well as to most magic and psionics; i.e. it has no mind, so charm, sleep, mind control, illusions, etc. have no effect. It has no body of flesh and blood so it is impervious to cold, heat, pain, itching, blindness, age, illness, etc. It is also impervious to fire, lightning, and electricity. Even magic fire, cold, electrical and energy attacks do half damage. Damage can be inflicted by physical attacks only, and then the high natural A.R. of 18 (hard crystal) prevents most damage. The golem possesses nightvision equivalent to normal day vision and can see the invisible. Size: 15 feet (4.5 m) tall and weighs nearly 4.000 pounds (1800 kg).
The Crystal Goblet:
The goblet is made of solid quartz crystal. It has a large bowl on a thick stem with a wide base. A single blood red ruby is at the base of the bowl (fused into the crystal). There are also fine veins of gold and silver branching out from the colored heart and extending to all edges of the goblet. It can be considered a modified ring (cup) and rod (the stem of the cup). Any psychic can use the goblet once he has object read its operation. This is the only device that can be used without instruction or permanent mind bonding. The character must first object read the device and, if successful, will discover how to use the first ability. After he uses the goblet the first time, he can object read it again. while it contains a liquid, to discover what it can do with that liquid.
Note that only certain powers will be revealed depending on the liquid that the goblet contains. It is always best to use the first level power to purify the liquid before invoking any of its other powers. The Water of Life power requires that the fluid in the cup be purified water or it will not work.
The powers of the Crystal Goblet: Note: The goblet is the only crystal device which is indestructible.
- Purify Liquid: Any water, beverage, or fluid poured into the goblet will be purified and made drinkable, eliminating/negating any poison, toxins, disease, or other harmful impurities the fluid might contain. It will even eliminate the harmful components of acid. The purification process makes any beverage taste better.
I.S.P.: Two points per cup (8 ounces/236 milliliters).
- Instant Breakfast: Any purified beverage in the goblet is transformed into a potent, tasty drink that is the equivalent of one nutritious, balanced meal, fully satisfying, filling and healthy.
I.S.P.: 10 per cup: the entire cup must be drunk to equal a complete meal.
- Cleansing Liquid: Purified water in the goblet will be changed into a potion that can negate any poison or toxin. It also has a 1-20% chance of negating magic potions, drinks, tonics and teas.
I.S.P.: 15 per cup; add an additional 10 points when trying to negate a magic potion.
- Healing Potion: Any clear liquid, purified or not, is converted into a healing potion. A purified liquid restores 2D6 hit points, non purified 1D6 hit points. The entire cup must be drunk.
I.S.P.: 25 per cup.
- Super Healing Potion: Any purified liquid is converted into a super healing potion which restores 1D6 x 10 hit points.
I.S.P.: 50 points; the entire cup must be drunk.
- Water of Life: Purified, clear water in the goblet will appear to be unchanged, but has been transformed into another type of super healing potion. This time the water is poured directly onto the head of a character dying of poisoning or in a coma, (but not yet dead). The healing waters immediately negate any toxin or successfully brings the character out of a coma with to hit points above zero.
I.S.P.: 75
- Blood of Life: Red wine poured into the goblet will be changed to blood. When the healing blood is poured dirccdy onto the throat of a recently deceased character, it will immediately repair the damage and bring the character to two hit points above zero. There are limitations: 1) The character must have been dead for less than one hour. 2) This magic cannot help a character who has died from fire, cold, poison, or magic.
I.S.P.: 100
- Ectoplasm of Restoration: Pure spirits (any kind of distilled alcohol) poured into the goblet will be changed into sort of ectoplasm. When the ectoplasmic fluid is poured onto the damaged location, iI will immediately and fully transform and restore the missing appendage, limb, or organ. The fluid can also be used to remove scars. There are limitations and conditions: 1) The missing appendage must have been lost less than one year ago. 2) This magic cannot help a character who has lost the appendage from fire or magic. 3) Restored appendages such as legs and arms are not quite restored to full strength and will always have half the P.S., P.P. or Spd of the other.
I.S.P.: 200
- Fountain of Youth: Pure fruit juice (l00% fruit juices only; any fruit is suitable) placed in the goblet will be transformed into a potion that restores youth to the character. The character is quickly restored to the appearance and physical vitality of a 20 year old! Attributes that have decreased because of age will be restored. There are limitations and conditions: 1) This magic only works on short lived races such as humans, changelings, ogres, wolfen, coyles, and kankoran 2) Unless the character is psionic, the character is transformed back to first level. Skills, level of proficiencies, abililies, powers, and hit points are all back to first level. Experience points start at zero. Memories of years past are still remembered, bul details of experiences, like how to ride a horse, or fight, or track, etc. are lost (back to 1st level). The old memories of past events are the equivalent of remembering the events seen (not lived) in a movie.
I.S.P.: 250
- The Power of Life: A purified liquid of any kind is transformed into a magic potion that instills the drinker with hope, courage and a will to live. Any magic, psionic or drug induced despair, sorrow, depression and similar emotions are dispelled. The character is reborn with confidence, courage, a resolve toward doing what is right and just, and a desire to fight to live or to save others. The latter provides the following bonuses; +1 on initiative, +1 on all saving throws, +10 to save vs horror factor and insanity, +10% to save vs coma. and +10 on M.A./charisma
I.S.P.: 200.
Duration: One hour. When the magic elapses, all bonuses are gone, but the magic or psionic despair is gone and the character feels very positive about his/her life.
The Crystal Gateway:
During the Time of a Thousand Magics, These gateways were used to send a series of people through to other places and dimensions. It was a fantastic means of instantaneous travel that could, within limits, span the universe. The crystalmancers who controlled these crystal gateways would often send people all over the world or to new worlds to explore. Or they could create a dimensional portal that opened into the center of an enemy's stronghold and then send troops, spies or assassins through it. Best of all, there would be no trace of the mystic ponat in the enemy's camp and they were powerless to retaliate unless they knew who sent the troops and had a crystal gateway too. The Crystal Gateway is a special case for crystal magic wheels. The gateway wheel is built far more solidly than most other wheels, with two solid links between each pair of outside crystals (at the top and bottom) forming six doorways or arches. Solid crystal sheets or planks link the six ring crystals to the central six-sided rod giving the wheel a sort of stonehenge appearance. This actually creates six "rooms" with a doorway or archway on the outside of the device, two solid side walls, a dirt floor, an open ceiling, and a solid inner wall which is the inner gateway. The six outer arches are six "outer" gateways which can be activated to become portals to places within the same dimension.
Relocating an outer gate has limilations. Only one outer gate can be relocated at a time, and only one gate can be relocated per day. When relocating an outer gate, the I.S.P. is expended, and the controller looks through and controls the gate for one hour per level of the bond. The range is limited to 2000 miles and the portal must be on the surface of the planet (portals under the water reduce the range by 1000 miles. The range of each gate is further limited in that each can only reach one-sixth of the world. The range of the six gates cover pie shaped regions. the six together making up a circle 4000 miles in diameter, with the gateway at the center. Each of the gates can be activated by anyone with sufficient psionic power. A character does NOT need to control or bond to the gateway to use it. However, the place that each gate opens to can be changed only by the person who controls (is bonded to) the crystal device. Only one character can bond with and control the crystal gateway.
When one of the six inner gateways is activated, the person opens a dimensional rift. Before he steps through it, he can see glimpses of the world on the other side. Dimensional travelers will immediately recognize other dimensions that they have visited in the past. New worlds remain a mystery. To visit that other dimension, one simply walks through the portal. Once the character has stepped through the dimensional gateway, it closes and the doorway deactivates. Only a single person may step through, although that person does not have to be the person who activated the doorway. The person stepping into another world can bring/carry a maximum of 100 pounds (45 kg) worth of equipment and personal belongings. Unfortunately, all of the gate ways are one way, so an alternate route home must be found (ideally made/known in advance).
Statistical Data
The Crystal Gateway has 160,000 S.D.C. and stands 40 x40x 40 feet (12 x 12 x 12 m) in size. A 20 foot section of it would have 20,000 S.D.C. If the gateway fractures and explodes it could do as much damage as the crystal fortress. Likewise. S.D.C. can be restored in the same fashion and at the same cost as the fortress. Using an outer gate to travel to places within the same dimension (in,this case the Otara World) costs 25 I.S.P.
Controlling or changing the location of an outer gate can only be done by its controller and will cost 5O I.S.P.
Using an inner dimensional gate costs 50 I.S.P..
Changing the location of an inner gate to a new dimension will cost 200 I.S.P. The destination of an inner gate can only be changed to a known dimension or a random unknown dimension (no control in its selection) by the character who is mind bonded to the crystal device. Only one gate can be relocated at a time and only one gate a week can be relocated, assuming that the controller has enough I.S.P.
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