Crystomantic Wizardry
The Fraternity of Lapidary and Crystology is a small college under the auspices of the Wizard's Guild. They are a clique of highly specialized wizards who continue to practice "earth magic" as opposed to internal (psionic) magic.
These mages call forth the natural magicks found in gems and crystals. They are often looked down upon by the orthodox wizards, but defenders will point out that crystologists are not limited by Mana (or Strength) requirements and enjoy a better public image.
The Crystomantic Wizard Character
The most important attributes for a crystologist are IQ and CHA. Personality is very important in accessing earth powers. Crystologists do not have the Mana attribute.
Each known crystal has one or more magical applications. Crystologist wizards learn the secrets of these applications in the same manner as wizards learn new spells. First level crystologists start out with knowledge of six first level crystals; three chosen by themselves and three more chosen by their instructor. Further applications (spells) must be bought from the guild as usual -- the costs and IQ & CHA requirements are listed below.
Crystomantic Details
Any crystal of suitable purity may be tapped for its magickal power. When a stone is first found, roll 2d6 to determine its suitability -- raw gems are usable on a roll of 6+; already selected and cut stones are suitable on a roll of 4+; better yet, roll on the expanded Treasure Table. A lower roll indicates this stone will never be capable of generating magicks.
To Activate the dormant earth power, the crystologist must hold the stone and meditate for a number of turns equal to the application's level -- the gem is then ready to use. Unless specifically noted, a single stone can only contain one magick. Even if two different applications are known, the crystologist must choose which magick to draw from the stone.
Normally the stone must be in contact with the crystologist's flesh and in line of sight of its target to be fully effective. Certain stones may be primed by the wizard, which allows it to be used by any
other person who knows its purpose. Any application not noted as primable can only be used by a Crystologist. Many of the simple primable stones can be good money-makers for a crystologist (see
Clear Carnelian).
Stones with one shot effects are either destroyed when used, or lose all their lustre and value. Stones with a continuing or repeated effect are only effective for one year and a day.
When running a game with a crystomancer PC, it is helpful to use the expanded Treasure Table.
Crystal Powers
Level One -- 500 gp
IQ = 10, CHA = 12
Red Agate
Will repel spiders & scorpions, of a total MR not more than 20 per charge. The stone will hold 2 charges per carat.
Yellow Amber
When burnt in a room with a woman in labor, will protect the mother and child from death during birth. Requires a complete lump of at least six ounces.
Amethyst
When inscribed with the names of the sun and the moon and worn as an amulet, will protect the wearer from becoming drunk. (Primable)
Clear Carnelian
Clears the complexion when worn. (Primable)
Chalcedony
When three ounces are ground and administered with spring water, will add 2d6 to a person's saving roll versus disease (the effect is immediate).
Emerald
When worn on the right side of the chest, will cause snakes viewing it to die of fright -- the total MR may not be more than carats × 5.
Garnet
When worn, will add +d6 to any SR's versus hags, witches, & other female spirit-types. (Primable)
Iron Pyrite
Will repel any crocodile or alligator with an MR not more than 40.
Melitite
When carried by children, their parents will be aware of what befalls them. Must be formed into a ball and washed in the parent's blood; lasts one week per ounce. (Primable)
Pearl I
One fair sized pearl will allow you to function underwater without the need to breathe. It will naturally recharge in one year.
Salt
If quarried in crystal form and never exposed to sunlight, will harm undead -- doing 1d6 per ounce of crystal that hits them when thrown; no SR or armor allowed. (Primable)
Serpentine
When formed into a goblet, will reveal poisons poured into it (this works 1d6 times).
Turquoise I
When fashioned into a necklace of at least 12 stones, it will act as 10 points of armor versus attacks from any cold-blooded animal. (Primable)
Level Two -- 1000 gp
IQ = 11, CHA = 12
Black Agate
When worn, will add 3d6 to any SR's versus catching a disease.(Primable)
Red Amber
When formed into a ball and held firmly in the sword hand, it will protect against natural heat and flames. Requires at least four ounces and lasts for 2d6 total turns. (Primable)
Smooth Antipathes
It must be at least seven carats and thoroughly polished -- it will protect against the effects of any wizardly spell of seventh level or less; works only once.
Carbuncle
This will add one point per carat to SRs versus charm-type spells (Dum-Dum, Rock-a-Bye, Oh-Go-Away, Mind Pox, etc.). It will add as many points as it can, up to its limit or the total necessary to pass the SR -- each point used destroys one carat. (Primable)
Blood Carnelian
When worn, will stop one point of Blood-Drain attacks per round per ounce; it is not used up but rather remains effective. (Primable)
Feldspar
When worn around the neck, it will protect from sunstroke; plus it absorbs one point per carat of Blasting Power spell attacks (but each carat used is destroyed). (Primable)
Hematite I
Will add one point per carat to CHA when dealing with persons of the same kindred and opposite sex. (Primable)
Yellow Jade
If held in the hand and stroked with the thumb, will prevent you from being duped when conducting business deals. (Primable)
Magnetite I
When worn, it tends to draw lightning, but it also adds 1d6 to ST (the add is steady, roll once for each stone to determine its potency). (Primable)
Olivine
When worn in a ring, it reduces one's anger and contentiousness, also prevents berserker rages. (Primable)
Ruby I
When worn in a ring, it protects against all effects of hunger & starvation for (d6 × carats) days. (Determine the length of effect only when the stone is first used; it will then function for that total time span -- need not be all at once.) (Primable)
Blue Sapphire
Allows the crystologist to cast a Wind Whistle spell -- ten mph for one turn. For each carat over 2, the crystologist may increment either the velocity or duration. This choice is set upon activation of the stone & the parameters are then permanent. Usable once per day for
a year and a day.
Sunstone
When crushed and consumed with wine, it acts as a Cat Eyes spell potion, duration is one hour per carat. (Primable)
Level Three -- 1500 gp
IQ = 12, CHA = 16
Grey Agate
When square cut and worn on a necklace, will ward off (1d6) decapitating blows. (Primable)
Bitumen
When taken from the skulls of (unburned) mummies and rolled into an armring, will protect that arm from broken bones and add 2 points of overall armor. (Primable)
Yellow-Green Beryl
Protects from scurvy and other vitamin deficiencies for one month per carat.
Sard Carnelian
Will add 3d6 to any chosen SR versus magic, for a female only; works but once. (Primable)
Red Coral
Will cure natural sterility; must consume 30 ounces. (Primable)
Green Diamond
Adds +1 per carat to reaction rolls & SRs versus woodland animals. (Primable)
Green Jade
Dispels astral forms, forcing them back to their bodies; works once per ounce.
Green Jasper
Quells aggression of woodland beasts (as the Nice Doggy spell), of a total MR up to five per ounce.
Black Opal
When worn will add one per carat to LUCK (only one stone at a time will function).
Pearl II
When placed within an open wound, it will prevent infection, and one turn later the patient immediately recovers d6+1 CON.
Ruby II
This stone will reflect disease spells of CON-draining magic back upon the caster. The stone is not used up, but will be destroyed on a roll of 6. (Primable)
Schist
Allows the casting of one Blasting Power spell; dice = carats, adds = 2 × caster's level.
Level Four -- 2000 gp
IQ = 13, CHA = 18
Brown Agate
When triangle cut, will give +1 per carat on SRs versus paralysis by spell (Glue You) or poison. Also gives +1 per 5 carats versus gaze attacks of any sort. Each use expends one charge; one charge per carat. (Primable)
Asbestos
The rock crystal form may be cut into a ring which will deflect one point per die of fire magic (including dragon's breath) cast at the wearer. Will last for (d6/carat) total points of absorption. (Primable)
Green Beryl
When ground into a powder and used as an eye wash, will cure shortsightedness.
Cater's Eye
When made into a ring, will function as a Staff Ordinaire for a wizard. (Primable)
Catochitis
(This stuff clings to the flesh like tar; takes 1d6 rounds to remove.) When held in the sword hand, it protects against all charm-type spells (Dum-Dum, Oh-Go-Away, Rock-a-Bye, Mind Pox, etc.) (Primable)
Green Coral
Will cure unnatural wounds that refuse to heal. It cures d6 points per pound, and is destroyed in the process.
Blue Diamond
When dipped into a goblet of spring water, it will produce one dose per three carats of a potion which cures any disease. The stone may be reused after one month.
Red Jade
If a piece of at least two pounds is made into an axe, it will slay any demon on its first hit. Works only once. (Primable)
Moonstone
When cut into a teardrop of at least three carats, will control one animal that hunts by night. Usable only once; control lasts until sunrise.
Clear Opal
This increases the damage done by direct attack spells. For a Crystologist, it adds one per carat; for a wizard or rogue, it adds one per caster's level. (Primable)
Yellow Sapphire
The crystologist can use this to cast a Will-O-Wisp spell (the stone is the source of light; brightness is up to 1 candlepower per caster's level; lasts up to 24 hours). Will naturally recharge in seven days.
Sardonys
Protects the wearer from all special damage from touch attacks (paralysis, poison, spells, etc.). (Primable)
Topaz
Protects the wearer from any manipulation of the emotions (except through direct magical attack). It lasts for 1d6 years. (Primable)
Level Five -- 2500 gp
IQ = 14, CHA = 20
Green Agate
Using a stone of at least ten carats, will cure blindness from all causes except divine curses.
Alum
This must be mixed with salt that has never been exposed to sunlight (at least ten ounces of each). Then a wizard must summon an Invisible Fiend, which becomes bound to the mixture, which is then rolled in a cloth and sewn up. The fiend will then take all unnatural
damage (from spells, gaze attacks, etc.) that the wearer would otherwise take, until the fiend is killed. (Primable)
Green Amber
This will stop external bleeding; it is usable on one wound per day.
Yellow Beryl
When cut into a teardrop and worn between the eyes, will deflect all mind contact magicks (TTYF, Dum-Dum, Mind Pox, etc.).
Cat's Eyes
When worn, this will protect once from death by magic (then the eye disappears). (Primable)
Cross Stones
When thrown at vampires, they explode if they hit, doing 1d6 per 5 carats. (Primable)
Black Coral
This must be formed into some sort of weapon (dagger, arrowhead); then it can be used to dispel any sort of curse or mystic control if used to kill the causer thereof. (Primable)
Yellow Diamond
When a stone of at least two carats is worn as a ring or brow circlet, this will protect against all natural snake venoms, plus add +1 per carat to all other poison SRs. (Primable)
White Jade
When worn, this acts as (d6 per half ounce) points of armor versus lightning (natural or magic). (Primable)
Malachite
This must be fashioned into an arrowhead and the name of a demon must be written on the shaft. When such a missile hits, it explodes doing damage equal to what the demon would inflict (by MR). This incidentally does one point per die (of the damage roll) in damage
directly to the demon and thus tends to draw its attention. (Primable)
Peridote
When worn as a ring, it adds one per carat to Charisma for purpose of leadership SRs only. (Primable)
Ruby, starred (III)
When cut into a cube at least a half inch square, allows its holder to fly (up to running speed), but only during hours of darkness.
Green Sapphire
This can be used to summon a water elemental, with an MR up to (carats × caster's level); it will serve for (caster's level) hours.
Turquoise II
When at least two stones are diamond cut and attached to a weapon, they will add one die to the weapon's damage roll; this effect will last for 1d6 rounds per stone. (Primable)
Level Six -- 3000 gp
IQ = 15, CHA = 22
Moss Agate
When worn uncut in an armring, allows control of plant life (but only within their natural capacities). May be used once each day.
Alatuir
When burnt, the smoke will drive off demons. It is effective versus an MR total not exceeding (d6 per ounce) × crystologist's level.
Living Amber (with bugs in it)
Five of these can be used to create a Golem (of clay, wood, or tar); they replace the requisite spells and chakra stones.
Blue-White Crystal (quartz)
This can be used to summon one large storm with a heavy rainfall. It takes d6 hours and consumes the crystal.
Red Diamond
This will protect you from the direct attacks of demons and demonic magic; it is effective versus demons whose MR does not exceed (20 × carats).
Hematite II
When worn, this will prevent or stop all internal bleeding. (Primable)
Blue Jade
Protects the wearer from thirst; each carat will supplant one quart of water needs per day. The gem loses value as each carat is used. (Primable)
Red Jasper
Protects a pregnant woman and her unborn child from disease, injury, and deformity for the entire course of pregnancy. (Primable)
Lapis Lazuli
When cut into a sphere (at least 1½ inch diameter), it will deflect all spells cast by clerics; up to a total of 4d6 levels. When cut into a cylinder (at least 3 by 1 inch), it will allow a cleric to increase the level of certain spells for free, up to a cumulative total of 2d6 levels.
(Both applications are Primable)
Onyx
When worn, this will reduce Charisma by 5 points, but will reflect any one spell (of choice) back upon the caster. (Primable)
Sky Turquoise (translucent)
Allows you to summon an Air Elemental -- MR up to (carats × your level); it will serve for (your level) hours. Or if given as a gift to any mystic spirit or creature of the air, will entitle you to one favor or wish.
Level Seven -- 3500 gp
IQ = 16, CHA = 24
Blue Amber
Can be used to summon an Amber Phoenix. The ritual costs half your wealth, one year of your life, and one complete, undamaged lump of amber. The Phoenix will serve you for 2d6 months; its MR will equal (ounces + your level) × 10. It will be able to cast all wizard spells (from the standard lists only) of up to your level, at twice that level of proficiency.
B'dissai (Clear Amber)
If at least three ounces are ground into a powder, that powder may be cast into the air as a wizardly spell is cast and it will double the power of the spell. When suitably primed, this is usable by rogues or wizards (and, where applicable, crystologists). (Primable)
Clear Crystal (quartz)
If formed into an unblemished crystal ball, it will allow you one Dear God or Mystic Visions spell per day.
White Diamond I
Each full carat is a "talisman" containing one use of one spell (determine the spell randomly from any of the wizard lists; the level equals 2d6, or d6+10 for superior specimens). These are cast at the spell's level or the crystologist's level, whichever is higher.
Green & Red Jasper
When set into a gold amulet, this will allow 4d6 Mutatum Mutandis spells.
Jet
When at least five ounces are fashioned into a disk and worn, it will deflect all forms of attack that would drain the wearer's prime attribute (ST for warriors, IQ for wizards, LK for rogues, etc.). (Primable)
Magnetite II
If cut into a five pointed star, washed in the blood of a slain virgin, and set into a dagger, it will imbue the blade with a terrible poison. Anyone taking a hit from it must make a L7 LK SR or die. This will work only five times. The bearer of this weapon cannot benefit from
"good" cleric's miracles nor enter any sanctified place. (Primable)
Milky Opal
This allows the crystologist to make a medusa gaze attack. Upon each use, there is a 1 in 6 chance that the stone will be consumed.
Black Pearl
This will allow the caster to summon forth anyone or anything. It can only be used once, and it will only work during the dark of the moon. The summoned thing is not at all under anyone's control.
Black Sapphire
This will absorb and contain any one spell cast at the wearer. That same spell may then be recast by the crystologist at any time.
Level Nine -- 4500 gp
IQ = 17, CHA = 28
White Diamond II
When this is activated with another stone (one having a continuous or repeatable application), it will leech away the other's magic and assume those powers as its own; and will retain that power for 100 years, a year, and a day. When activated along with a "oneshot"
crystal, it will absorb that power and be able to duplicate it once, but will not be destroyed -- it may then be "recharged" with another stone. A single diamond may absorb as many crystal's powers as it has full carats. The second stone that provides the power is
consumed as if normally used.