Native Crystals

Unless otherwise stated, all crystals weigh half that of iron.

Air crystal: A clear colourless crystal with many glass-like qualities. It is fairly easily shaped with heat but is strong enough to be used as components in armor. Normally formed into small beads, amulets, and rings that can be put into the mouth for emergency breathing, air has other more rare uses. Seldom used as a material for a weapon, this crystal is an ideal addition to many armours. A helm could be made partially or totally from air allowing the wearer to ignore dangers of the environment such as poisonous gases, water or vacuum. Since air crystal is transparent it will not restrict vision to a 30 degree arc as a normal helm does. If made into a suit of plate armor, the occupant will also be immune to gas attacks such as cloudkill, etc.

Hardness 1, 15 hit points per 0.52 cubic inch (Table 8-12 DMG 3rd Edition, page 136).

Blast: This blazing bright white gem is a more potent form of fractalight. Blast continuously radiates light for a distance of 10 feet per inch diameter of the gem. This gemstone is rarely mined if found because of the risk involved, for a simple tap could cause an explosion that would cave in a mine. Being one of the most potent gems known, the damage caused by blast is quite sever. The damage radius of blast increases in increments of 5 feet per 0.52 cubic inches of the stone in question, and does 3d6 per 0.52 cubic inches at the center, diminishing in power by 1d6 for every 5 feet from the center.

Hardness of 1, no hit points as any damage detonates it.

Blood crystal: A pink crystal with remarkable properties, blood is most commonly used to produce weapons and protective devices. Physically it is very hard, finishes to a sharp edge and weighs about half that of metal, lending itself to the construction of swords and armor. Weapons made of blood are consistently bladed to take advantage of one of its inherent properties; blood "drinking". Should such a weapon be used to draw blood, it forcefully absorbs one Constitution worth of blood from the victim turning its color more reddish (only works on creatures with actual blood).. Any Constitution lost this way can be regained normally for blood loss. After a few minutes the crystal converts the blood to a vital energy which it can transfer to anyone holding it when he is in need (less than 10% of his hit points left or most of his own Constitution is depleted). Each point of Constitution it took can be converted to one hit point or can restore one lost point of Constitution or alleviate a like amount of fatigue (likewise, only works with creatures with blood). Weapons made of blood may hold a number of Constitution equal to four times its weight in pounds. For example a dagger which weighs 1/2 pound (half the metallic weight) can hold 2 Constitution. A piece of armor, a bracer, a ring or the like, when worn will protect against life draining effects such as bleeding below 0 hp, vampiric touch, sword of wounding, but not energy draining effects. As those with this protection resist blood loss, they take but half damage from edged weapons if struck near the area the item is worn (the arm for a bracer, chest for armor, etc.).

Hardness 10, 30 hit points per 0.52 cubic inch.

Bolt: A more potent version of spark, bolt is a misty white crystal appearing to contain minute sparkling white impurity. As with spark this crystal generates an electric field, however, bolt is so powerful it is considered a great natural hazard. The field generated is about five feet in radius for every 0.52 cubic inch of crystal. It should be made clear that it is not just the crystal that is electrified, but the field as well. This means that even if the crystal is properly grounded, it will still be fully able to shock any object within the field radius. Any object that enters the field will be struck by an electric arc much like the result of a chain lightning spell (also affects flying objects, as the field also seems to act as a sort of ground for its own bolts). The bolt deals damage as chain lightning with 1d6 per 0.52 cubic inch with no limit (the larger the stone the greater the bolt). Once an arc is released, the stone will need one segment to recharge its power for a subsequent arc.

Hardness 8, 10 hit points per 0.52 cubic inch.

Brilliant crystal: A beautiful bright blue crystal with sapphire-like qualities, brilliant is a truly treasured jewel. Being quite rare and delicate, brilliant is most often used in the crafting of jewellery such as rings (ears, finger, etc.), circlets and the like. When in direct contact with a living creature this miraculous crystal taps into the very being of the subject and imparts true insight, intuition and creativeness. For every 0.52 cubic inch portion in contact with the body the subject will enjoy an increase of one to their Intelligence rating. With this bonus goes all the normal benefits such as spell memorization, learning and check bonuses. It is a commonly held belief among those who know of this gems power that the crystal must be worn about the head to experience the effects. This is unfounded, however, as contact with any part of the body will suffice. The Intelligence increase even applies to creatures not normally intelligent such as puddings for as long as it is on their person.

Hardness 1, 2 hit points per 0.52 cubic inch.

Dolmauth: A rarely seen or heard of crystal, dolmauth is only found as a sort of “womb” for xerty. It is a totally clear and colourless crystal that is devoid of the normal sheen and glint of other crystal in the presence of light. Indeed, this gives the crystal a very vapid appearance, making it a poor candidate for jewellery.

The properties of dolmauth are not well understood, and not for lack of trying. Its best known property is its fragility, as with but a touch it begins to disintegrate, truly. This process leaves nothing, neither powder or dust behind. This disintegration also passes on to all dolmauth in contact with the portion that begins to break up, eventually annihilating the whole deposit. Many wizards have researched this crystal in hopes of utilizing some quality it may have in their Art, none have yet succeeded in this, let alone preventing it from eventually disintegrating.

Hardness rating 0, 0 hit points per 0.52 cubic inch.

Fire Star: This is a soft, deep red gemstone. It is far to soft to be placed anywhere it may be subjected to wear (such as the top of a staff). This gem attracts and absorbs fire in a 10-foot radius, and can be used to protect those who wear it or accompany the wearer. One half a cubic inch of this gem will absorb up to 10 points of fire damage, such as that from a fireball. After it absorbs the flames the crystal vaporizes. If an attack exceeds the capacity the gem, all of it will vaporize and the excess points of damage will be suffered by creatures or objects in the vicinity.

Hardness rating 0, 1 hit point per 0.52 cubic inch.

Fractalight: This fragile yellow gem shines with an inner light, illuminating all within one foot per 0.52 cubic inch. This gem is highly volatile and should it be struck to any hard surface with any degree of force, the strange energies within destabilizes and the crystal explodes. The explosion size is in direct relation to the size of the gem. For each 0.52 cubic inch, the explosion is 2 feet in radius. The damage of the explosion is determined by the size of the explosion radius and how close to the center someone is. The base damage is 1d6, and is increased by 1d6 per 0.52 cubic inch thereafter. For every 2 feet from the blast center, the damage is decreased by 1d6. An example of an explosion of a 2 cubic inch piece of fractalight is thus: an explosion with a radius of 8 feet, doing 4d6 to all within 2 feet of the center, 3d6 to all within 2-4 feet, 2d6 to all within 4-6 feet and 1d6 to all within 6-8 feet.

Hardness rating of 0, 1 hit point per 0.52 cubic inch.

Frost crystal: A hard crystal-clear stone which forms in rich silver deposits in many mountainous areas. Its main uses are for air conditioning and other coolant systems, as well as a material for weapons. Edged weapons made of frost gain a bonus to damage from this crystals freezing temperature. The exact bonus depends on the dice used to determine the weapons damage: d3 or less +1 damage, d4 a d2, d6 a d3, d8 a d4, d10 a d5, d12 a d6, d20 a d10. Should a weapon use two or more dice of the same sort then roll the bonus twice (2d6 gains a bonus of 2d3). Fire based or using creatures take double damage from such weapons including the bonus. If made into full plate armor, the occupant will gain a +5 save vs. fire and it will absorb 25 point of fire damage per fiery attack. The creature may wish to make itself immune to cold, or wearing armor of this crystal could prove deadly. Any item which comes into contact with frost crystal must make a save vs. cold. Frost crystal never has to make saving throws vs. cold.

Hardness rating 8, 5 hit points per 0.52 cubic inch.

Glacier: This bizarre crystal generates a mysterious zone which consumes heat. All objects touching it or its immediate area have the their heat annihilated, dropping their temperature to unnaturally freezing levels (near -250 degrees centigrade). This crystal functions well as a weapon against fire based creatures and is employed to cool entire areas to freezing arctic temperatures. Weapons made of this stone cause catastrophic freezing should they connect, the damage is dependant on the maximum amount of damage the weapon is normally capable of doing. The bonus damage caused is equal to a number of d6's as the weapons maximum damage (e.g. a d8 long sword deals an extra 8d6 of cold). To fire-based creatures, glacier will do quadruple damage. If made into full plate armor, there is no known fire source that will be able to harm the occupant. The occupant must be immune to cold or be killed by the massive chill of glacier. If over ten pounds of this crystal is put into one space it reaches a critical mass. At this weight a field of null-heat five feet around the crystal forms causing 6d6 cold damage to any within the area. For each pound thereafter the size of the field increases by one foot in diameter. Any item touching this crystal must make a saving throw vs. disintegration to avoid destruction. This crystal never has to make saving throws vs. cold or fire.

Hardness 18, 30 hit points per 0.52 cubic inch.

Kleea: Commonly known as “Crystalite”, this light-yellow crystal is fairly rare but common enough that it has been used as a currency for much of recorded history. It has a slight resilience, a light weight and a dull-yellow glow that is hard to see in anything but total darkness. As it is commonly used to craft sticks and wafers, it is not normally used for any other purpose.

Hardness 1, 1 hit point per 0.52 cubic inch.

Love crystal: This is a truly remarkable light-yellow crystal. To be of any use, items made of it must come from the same piece. If a small crystal is discovered, usually only twin rings, amulets, etc, are able to be made. Such items are requested made by anyone who wants to show true affection. Such a gesture is paralleled by nothing else, and has never failed to secure a mate. If presented, accepted, and the feelings of both individuals are true, the couple will be linked through the crystal. The link is made in the span of one month, as long as the crystal is not removed. Through the link, one will be able to sense the emotions, pain, distance and direction of the other at all times, even if the other is asleep. The most incredible quality of this crystal is that it may also allow the couple to give a part of themselves through the link. The link may take the Strength, Constitution and Dexterity from one and add it to the other in times of need. This process may only give so much, a stat cannot be dropped below 3 when giving to the other. The link also affects hit points. The hit points of both individuals are added together and formed into a pool that the couple shares at the instant the link is forged. If either one is hurt, the damage is applied to the pool. In this fashion, if one of the couple stays at home while the other goes out and is attacked, it is possible to kill both by harming one. If the attacks deplete the pool, both die. In addition to these physical changes, the couple can also share qualities of the mind. The very thoughts of one can be instantly relayed to the other through the crystal. This sharing of mental qualities extends even to spells. If one of the couple possesses innate abilities or permanent magical affects (such as those conferred by rings of regeneration or warmth) the other enjoys the benefits as well. Should one of the couple be subjected to a situation involving a saving throw, and fail, the other makes the same saving throw to try to pass for both. If the saving throw fails, the effects are normal.

If made into weapons, the following affects are also applied. If the couple are attacking the same target, each make a THAC0 roll. If at least one roll is successful, the couple strikes at the same time inflicting X3 damage. If one is attacking alone, the same two THAC0 rolls are made. If at least one is successful, the hit is made but only does normal damage.

If the crystal is large enough to fashion a suit of armor, the following is applied to the abilities of small love crystal items. If one of the couple is attacked, the attack must be rolled against both AC’s. If any of the attacks miss, the attacker misses. In this way, one can attack while the other simply defends (adding parrying bonuses), making the couple very difficult to hurt.

This crystal is very light (about that of wood) and even full plate armor made of it is not restrictive (normal movement rate). For the link to remain, the crystal must always be in physical contact with individual. If the crystal ever leaves contact, the link is severed forever. This fact makes a lone pair of twin weapons rare. If armor is crafted, this can also pose a serious problem (it is far from sanitary to live out a life in a suit of armor), but couples have found that the link is not severed if at least one part of the armor is left on, such as a helm, gauntlet, boot, etc. If a very large amount of love crystal is found, it may be advantageous to craft a ring, a weapon and a suit of armor. In addition to being a quite faltering offering, all the above advantages are given, and it allows the option of removing the armor and weapon, leaving the ring and the link intact.

As a side note, any left over love crystal should be disposed of, for it may not be used by anyone else for the same purpose and if such a thing is tried; the action would taint the link severing it. Immediately after the link is formed, love crystal begins to glow slightly and becomes phenomenally resistant to harm (hardness rating 30, 50 hit points per 0.52 cubic inch). This crystal is not able to by synthesised in any known fashion, and is only known to occur naturally.

Hardness 1, 1 hit point per 0.52 cubic inch.

Mercy: This peculiar clear grey crystal has powers over pain. Mercy is only effective as a weapon if it has an edge. Edged weapons of this crystal will do normal damage, but the victim will feel no pain and may not even notice the attack. If a small amount of this crystal is placed in the forehead, chest, etc, of an individual, the crystal will prevent that creature from feeling pain or being affected by pain. This will also allow an individual to continue acting from 0 hp to -10 hp as well as confer immunity to such things as symbol of pain.

Hardness 8, 15 hit points per 0.52 cubic inch.

Mystic crystal: This shimmering blue-grey crystal is valued for its high concentration of ethereal power. The ethereal nature of this crystal is such that beings that are entirely ethereal are able to pick up and move raw mystic crystal. Mystic is used to craft just about anything, from earrings to great swords, to statuettes and mirrors. Such items are often then enchanted by a wizard to enhance them, but they are useful even without such modification. Raw (unenchanted) mystic and items crafted from it are not affected by most magic and thus need not make saving throws against such attacks. Magical attacks simply bead off mystic like water, as they are similar entities. Spells that summon or create non-magical matter or energy may affect mystic, however (a creature summoned by a monster summoning spell could still break a mystic item normally, as could a Melf‘s Acid Arrow, both of which I allow to ignore spell resistance).

Raw mystic crystal is often used by swordsmen to combat magical creatures, and in this it is quite effective. The strong ethereal power of this crystal allows any item crafted from it to affect creatures that require an enchanted weapon to be struck. This ability applies to such creatures as gargoyles, ghosts and elementals (any creature that is only hit by enchanted weapons or need such to bypass damage reduction). This ability also negates any damage reduction that could normally be overcome by a magical weapon of the appropriate strength. If a mystic weapon is used to strike a magical creature or one with supernatural abilities, it reacts by charging itself in response. Each touch will give the weapon a plus to damage, which fades after one day. The maximum pluses gained in this way are equal to the weapons normal maximum damage (e.g. for a dagger it would be d4+4). Against the aforementioned creatures, mystic weapons also deal 50% more weapon damage.

Armour crafted of mystic provides some protection from attacks of ethereal origin. Any direct spell, spell like ability, etc. is reduced in effectiveness by 5% per point of AC. This reduction applies to spells that are harmful as well as beneficial. Note that this applies only to ethereal affects that must pass the armour to affect the occupant, so exposed body parts are vulnerable to magical attack. These areas may be attacked for full effect with a called shot to that area, spells with area of effect cannot be aimed in such a way and are reduced as normal.

Mystic may also be enchanted by a magic-user to create items that are more potent than normally possible. The enchanting of mystic refines and processes the magical power stored in the crystal, causing it to lose most of its natural traits. Enchanted items will no longer hit creatures needing magical weapons, nor are they immune to magical damage. The magical energies once responsible for these effects is now channelled into the spell matrices to heighten their effects. Weapons, armour, rings, wands, staves, rods, or just about anything can be made from mystic that a magic-user would want to enchant. Each class of item will shape the magical energies differently to some extent.

this bright violet crystal is valued for it's ability to amplify magical powers. If a small amount of this crystal is used to make a ring, it will cause any spell cast through that hand to do +1 point of damage per die and cause saving throws against that spell to be done at -1. In addition to the saving throw penalty, the crystal will negate 10% of the targets magic resistance.

If mystic crystal is used to make a circlet, the one who wears it will gain +15% to learn spells and be able to memorize twice the amount of 1st to 3rd level spells normally allowed.

All effects of this gem can be made cumulative with itself, such as a caster wearing 4 rings on one hand incurring +4 damage per die and -4 to the saving throw. The only rule is that each ring must be made from a different mystic crystal.

Rainbow: This very distracting crystal seems to have trouble deciding what hue it should be. Every colour of the spectrum will eventually cross the chaotic surface of swirling hues should one look at this crystal long enough. All the hues that appear on the crystal surface glow slightly, so this gem is easy to find in the dark. The energetic nature of this crystal makes it somewhat volatile, when struck a small burst of flame energized by pure positive energy (radiance) is liberated. Strangely, in experimentation, it has been noted that this crystal is not the least bit reflective, it absorbs all known forms of light and sometimes other energies as well. It is thus still unclear how or why rainbow emits coloured light from its surface.

Due to its colourful display rainbow is used in many crafts. Jewellery, decorations, ornaments, windows, almost anything is made to order from this material. Even more battle oriented items are crafted from this gem, such as weapons and armour. A weapon striking an opponent will liberate a small burst of radiant power, dealing them an extra d10 points of fire and positive damage. If the target is vulnerable to either fire or positive energy, they take 2d10. Should the target be vulnerable to both, they take 4d10. The energy sapping trait of this crystal is put to use in armour, a suit of armor crafted from this crystal will render it's occupant immune to various light based attacks such as colour spray, light, prismatic spray, prismatic wall, and prismatic sphere. In addition, rainbow crystal also has a 1 in 10 chance to prevent damage to its occupant from energy attacks such as fire, electricity, cold (magically generated), etc.

Hardness 10, 15 hit points per 0.52 cubic inch.

Spark: This hard transparent crystal has a very light blue coloration. Spark crystal is valuable for the mild (in comparison to bolt) electrical charge it generates. The electrical charge on spark causes only 1d4 damage by its touch. This crystal must actually TOUCH to do damage, it has no aura. It is well suited for small weapons or side arms such as daggers, which can simply be placed in a sheath in times of disuse. Spark also makes a fine deterrent to theft for rings (try to get it off without touching the gem) and do a reasonable 1d4 extra if the ring is used to punch. There are a myriad number of uses for this gem and wizards are advised to think hard and use it well.

Spark stopper: This is a soft, greenish sparkling gemstone. It is far to soft to be placed anywhere it may be subjected to wear (such as the top of a staff). This gem attracts and absorbs electricity in a 10-foot radius, and can be used to protect those who wear it or accompany the wearer. A 1-inch-diameter sphere of this gem will absorb up to 12 points of electrical damage, such as lightning bolt. In absorption, the gem is consumed, vaporizing at the rate of 1-inch-diameter volume per 12 points absorbed. If an attack exceeds the capacity the gem, all of it will vaporize and the excess points of damage will be suffered by creatures or objects in the vicinity.

World’s Tear: Regardless of its size every gem of this sort is clear, colourless and shaped like a teardrop. These normally tiny gems are often found individually in the soil in varying concentration in certain areas that they seem to…prefer. Such places are often known for an event in the past where there was a great loss of life, such as a battlefield. As these crystals grow in such areas only after many deaths, it is thought that they are the tears of the world, which weeps for those who died.

World’s tear is valued by those who know of its special quality; the ability to protect those near it from harm. Should anyone near a world’s tear be subject to harm from any source, the gem will take the damage upon itself to protect them. An individual can endure sword slashes and flames while a world’s tear protects them, however, in doing so the gem begins to crack. After taking enough harm upon itself the gem finally crumbles to dust.

The most common size of this gem is also the smallest, the size of a drop of water. At this size a world’s tear is able to take a maximum of 25 points of damage upon itself before is finally crumbles. Should a larger gem be found, its resilience will increase in proportion to its size. Due to its protective nature world’s tear is not well suited as material with which to craft weapons. The few that have tried to do so find that their weapon crumbles all to easily, failing on the first strike that draws blood. Although this gem may be suitable as armour, none have found enough to craft a suit.

As small, rare and innocuous as these gems are it is impressive that anyone ever bothered with them in the first place. It is sometimes said that there are individuals that can see a slight glow from world’s tear, a glow that compels them to pick it up and keep it. Some believe these individuals possess a special sight, but as not every world’s tear glows for these people some believe differently. It is also thought that the tear glows for those that may need it soon, enticing them to take it order to prevent their death when the times comes.

Hardness 1, 25 hit points per “drop” in volume.

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