Gems & Stones

   1	Bladestone
 2 - 3	Component Stone
   4	Creature Gem
 5 - 6	Danger Stone
 7 - 8	Firequencher
   9	Firestarter
   10	Gem of Empowerment
   11	Gem of Weather Control
   12	Grimska's Gem of Death Detection
   13	Octopus Stone
   14	Purification Pearl
   15	Silencing Stone
   16	Stoneskin Pebble
   17	Stone of Stoning
   18	Stone of Truth
   19	Wall-Builder
   20	Dm's own choice

Bladestone Invented by Hogan
(XP 1200, GP 5400)

A Bladestone is an almost oval stone, consisting of raw iron with small etchings of rust. All around the center is a small saw-toothed and sharp iron outcropping.
The stone can be used as a sling bullet, but due to its irregular features, the user receives an -2 penalty to attack, but it does a flat +2 points in damage due to the sharp edges of the stone. The stone's major power however, is much more deadly than this. When a command word is uttered, the stone will burst into a horizontal Blade Barrier, as per the 6th level priest spell, covering an area 30 feet on each side where the room allows. This form cannot be altered, and if the room doesn't allow it to expand in one direction, it cannot extend in another instead, but is simply reduced in size.
The barrier remains in effect (unless dispelled) for 4d4 rounds before it dissipates. Those caught in its initial invoking are entitled to a saving throw vs. spells to avoid it completely (jump free). Those missing their saving throw or tries to pass through the barrier while it is active take 8d8 in damage.
The Bladestone is a single use item.

Component Stone Invented by Hogan

Component Stones are small ceramic baubles of about '' in diameter. They are usually found in small pouches, numbering 1d20 in numbers.
A Component Stone can substitute almost any component for use in a spell, as long as it is not reusable and doesn't cost more than 100 gp in open bargain. Hence, the stone cannot substitute a 500 gp diamond, or the crystal rod for a Lightning Bolt spell.
In order to use the stone, it just has to be taken out during casting and handled exactly like the original component, then the substitution will take place, and the stone will dissolve afterwards.

Creature Gem Invented by Martigan

These magical gemstones are the legacy of the wicked magic of a long gone Drow Priest, that combined his belief in Vhaeraun with a mage's magical powers. With twisted magic he bound monsters into precious gemstones, to be released at his will and to fight under his control.
A Creature Gem acts as a container for a Monster Summoning spell, the more precious the gem, the more powerful the monster.
To release the monster, the gem has to be crushed. Due to the magic involved, all gems are a breakable as rock crystal. The gem has to make a saving throw vs. crushing blow (at a score of 17) to survive. Once the gem is broken, the monster contained within is released in full size. To take control of the monster, the correct word of command (imbued in the gem at the magical imprisonment of the monster) must be uttered at the destruction of the gem.
1d4 Creature Gem are usually found, roll on the following table below to see what kind is at hand:

1d100	Gem Class	  As spell
01-45	Ornamental (10)	  Monster Summoning I
46-65	Semi-Precious (50)Monster Summoning II
66-80	Fancy (100)	  Monster Summoning III
81-90	Precious (500)	  Monster Summoning IV
91-95	Gems (1000)	  Monster Summoning V
96-99	Jewels (5000)	  Monster Summoning VI
99-00	Special (>5000)	  Monster Summoning VII
Roll on the appropriate table in Monsters Manual to see what creature is contained in the gem but only one monsters will be found in each.

The Creature Gems will in any way be identical to normal gems, except that they radiate magic, which can be detected by a Detect Magic spell. Spells of revealing like True Seeing and similar will reveal what kind of creature is bound in the gem. An Identify spell will reveal the nature of a stone, and the necessary command word, but not the content of the gem.
Sometimes (25 % chance) the creator has by some means marked the gem so as to be able to quickly recognize the gem himself.

Danger Stone Invented by Hogan

A Bluish marble, polished as smooth as possible, the Danger Stone is a beauty to behold, and many adventures see it as a token of luck. While the stone itself hasn't any luckgiving properties, it possesses another skill that is highly appreciated by its owner, the ability to detect danger!
If the stone is laid in the palm of a naked hand (no gloves, gauntlets or such) and struck out into a general direction, the stone will sense if there is danger for the user within a range of 30 yards, and in a 90 degree cone in the direction it is put. If there is danger present, the stone will glow red, the degree of redness showing the degree of danger ahead. There is no way to tell what kind of danger the stone detects. It could be ambushing Kobolds, sleeping Dragons, unsprung traps or wandering Wyverns, anything which could be a threat to the stone's owner. That nothing happens despite the indication of danger, is not a sign of malfunction, the danger was apparent at the time of detection, but the user either too another road, the monster moved on or such.
The stone can only be used once every day, or it will start giving out wrong indications. Danger where none is present, little danger where demons dwell or such.

Firequencher Invented by Hogan
(XP 400, GP 1900)

A Firequencher is normally an enchanted Aquamarine, although other gems has been used once in a while.
When activated, the stone will emit a fire-dampening effect that will completely extinguish all fire within a 30 feet radius, including that from spells of fire, like Wall of Fire, as long as at least 50% of the spell's effect is within the dampening radius. If less than this is within the range, only the included part will be nullified, the rest of the spell will still be in place. The extinguishing effect is an instant effect that only exists for a split-second, after that unaffected fires are free to expand into the beforehand affected area. This use of the fire dampening effect destroys the gem.
The Firequencher was invented by the wizard Alhouge Ladurge, the Gem-Mage, in his older days. After having seen what havoc the use of another creation of his, the Firestarter, had caused by fumbling adventurers and nobles alike, he wowed to do something to redeem for the chaos his creation has caused, and he therefore invented the Firequencher as atonement.

Firestarter Invented by Hogan
(XP 800, GP 2600)

A firestarter is a Fire Opal enchanted with a Fireball spell. If activated by a command word and then thrown, the gem will break upon impact and explode in an 8d6 Fireball with a saving throw vs. half damage allowed for those caught in the blast. Once the gem is activated, it will break on the next hard impact, no matter when this happens.
Before the command word is uttered, the Firestarter is impossible to indistinguishable from any other Fire Opal, except for a small rune of fire etched in its surface. When activated, the inner part of the opal will glow red and the gem will feel warm to the touch.
This creation is much similar to other magical objects with the same effects, but it was created as curiosity by the adventurous mage Although Ladurge, whose creations always involved gems of any kind and therefore was in great demand by the nobility.

Gem of Empowerment Invented by AvangionQ

In appearance, this gemstone looks like a fragile glowing star-diamond worth at least 1,000 goldpieces.
Upon detailed magical detection and identification, it radiates a strong aura of Evocation magic and will reveal its power. It has the ability to grant a unique special power or enhance an existing power.

This gem empowers the creature holding it, when the command words: "EMPOWER ME!" are shouted. It can empower a recipient creature up to 3 times in that creature's lifetime over an elongated period of time and the empowerment varies creature to creature. The empowerment will affect one of the following aspects of the recipient creature, in this order of preference:
Kit (if applicable), Primary Class, Secondary Class (if applicable), Race, Miscellaneous (DM's option)

The first time that an empowerment is bestowed, you choose a number from 1 to 20 and roll 1D20 and unless you roll that picked number, the empowerment works upon the target aspect of the creature.
If the first attempt fails, it may only be reattempted after the recipient creature has gained an experience level.
Once the first attempt is successful and the recipient creature has gained an experience level, the second attempt for empowerment may be attempted.

The second time that an empowerment is bestowed upon the recipient creature, the creature must make a Saving Throw versus Wands to determine if it can be affected by the Gem of Empowerment. If the saving throw is successful, then the gem empowers the recipient creature for the second time. If the saving throw is failed, the recipient creature must gain an experience level before another empowerment attempt can be tried.
Once the second attempt is successful and the recipient creature has gained an additional two levels of experience, the third and final attempt for empowerment may be tried.

The third time that an empowerment is bestowed upon the recipient creature, the gem itself must make a saving throw versus wands to determine if he can be affected by the Gem of Empowerment. The gem has a Saving Throw of 7 versus wands and no magic can alter this saving throw, except for spells of 9th level or higher, including deity intervention. If the saving throw is successful, then the gem empowers the recipient creature for the third and final time. If the saving throw is failed, the recipient creature must gain two more experience levels before another empowerment attempt can be tried.

Gem of Weather Control Invented by Martigan and Hogan

The Gem of Weather Control is a clear glassy gemstone, which translucent inner seems to be alive with hazy clouds, swirling among themselves. As the name predict, the holder of the gemstone is able to change the weather as per a Control Weather spell, for a duration of up to one day in an area of 12 square miles. When the duration runs out, the normal weather of the area wins back.
The stone is powered by 2d20 charges, measured in the amount of clouds within. As the charges are used, the clouds thins out until, finally, the last cloudy wisps disappears, and the Gem is a normal glass bauble once more. The are no set ways to recharge this item. Each change in weather conditions requires one charge, and each change takes 1d4 rounds to take effect. And infinite number of charges can be used cumultative, but the duration is set according to the first change in the weather. As an example, a changing the wind from moderate to a hurricane, would require 4 charges, and would take effect over 4d4 rounds. Unless other magic where uses to counter the effect, the hurricane would hold out for the whole 24 hours, staying in the area, before blowing out and returning to the moderate wind. At this time, another spending of 4 charges would keep the hurricane for another 24 hours. Only by spending charges, the holder of the Gem of Weather Control can change his own magically altered weather conditions.

Grimska's Gem of Death Detection Invented by Johnny Bremer
(2,500 XP)

This gem is 1 by 2 inches in size and dark green.
When approaching death the gem will change its color toward bright green. The degree of brightness is determined by the amount of death within the gem's detection area. The gem is able to detect death within 1 mile and is able to detect anything that has been dead for 12 hours to 12 years.
If the gem is within range of undead creatures the light will flicker on and off. The more it flickers, the more powerful undead.

Octopus Stone Invented by Hogan
(350 XP, 300 GP)

An Octopus Stone is a small sphere about '' in diameter. It will appear to be made out of a hard semi-translucent substance, if looked at very closely, a black oily cloud seems to be trapped in the stone, somewhere behind an outer layer. Actually the outer layer of the stone is quite fragile, and can be broken by a small amount of force, thereby releasing the cloud to the surroundings.
If released in the air, the cloud will quickly expand into a foul-smelling cloud, covering and area with a diameter of 45 feet. The cloud will totally obscure any normal vision. Infravision and magical light-sources are reduced to a few feet. Those caught in the cloud will suffer an additional disadvantage, besides the one fighting in the dark, of -1 to all attacks, due to the inky darkness getting into their eyes.
If released under water, the black cloud will expand as an oily cloud, not unlike that of a retreating Octopus (hence its name). The cloud will expand in the water to a size double that of in the air, about 90 feet in diameter. The oily cloud that spreads when the stone breaks, gives the same disadvantages to those caught in it as above the sea, except that creatures breathing through gills suffer a -2 to their attack. The oil is simply getting in their gills, making it hard to concentrate on fighting.
The stone's "shell" is fragile enough to break it by hand (requires a strength check). Hurling it into something hard, or just hitting somebody or something, will immediately break it.

Purification Pearl Invented by Hogan
(750XP, 1800 GP)

This small pearl looks exactly like a normal freshwater pearl, except that it appears with a shiny white surface, which tends to reflect back any sources of light. Purification Pearls are highly wanted by wilderness travellers, as they can be used to transform brackish water into pure drinkable water. One pearl will, when dropped into a waterfilled pool or container, immediately dissolve, effectively purifying up to 5 gallons of water (about 20 litres). The water will be cleared from all poisons, diseases and other harmful effects.
Due to the purification effect of the pearls, they are also excellent weapons against the creatures known as Water Weirds and perhaps others of similar nature. If used as a missile weapon and either hurled or slung, a Pearl will, if hitting its target, immediately destroy the creature by dissolving and purifying its watery body.
The Purification Pearls are normally found in small backs containing roughly 3d4 pearls.

Silencing Stone Invented by Hogan
(XP 500, GP 2100)

A Silencing Stone is a small pebble about an inch wide, enchanted to magically silence to the first being to touch it with the naked skin after a command word has been spoken. The recipient of the stone will be unable to utter a single word, effectively preventing magic relying on command words or verbal components.
The effect bestowed by the stone has the duration of 5d4 rounds, and can in no way affect the one who uttered the command word, thereby activating the stone. No saving throw is allowed to avoid the effect.
The stone is a one-use item and dissolves after use.

Stoneskin Pebble Invented by Hogan
(XP 500, GP 1900)

The Stoneskin Pebble is a small ceramic pebble, brownish in appearence. Small runes in the language of the Svirfneblin (Deep Gnomes) can be seen etched into its surface with a very delicate script.
If a user takes the stone in his fist and crush it while saying the Svirfneblin word for Stoneskin, he will be affected by the wizardly spell of Stoneskin. The effect will protect the user for the next 5 physical attacks (as with the spell, magical attacks still removes a stoneskin, but damage is taken anyway), but the maximum duration for the effect is 24 hours.
These pebble originated among the earth-friendly Svirfneblin and was used by their Burrowwardens when engaging enemies far away from home. Through trade, the secret of their creation came with human wizards into the daylight and the use of the surface people.

Stone of Stoning Invented by Hogan
(200 XP, 200 GP)

A Stone of Stoning is a small oval piece of rock of about 1 inch. When inspected very closely, a person will be able to se small runes covering the whole stone.
The stone can be either thrown or launched with a sling or similar. When speeding towards it target, the stone will suddenly start multiplying, until the target is hit by a veritable rain of stones. It is almost impossible to avoid all the stones, and the number of hits can be determined by making a to hit roll with a +2 modifier.

Missing armor class by more than four points			1d2 stones
(none if making dex check)
Missing armor class by 1-4 points				1d4 stones
Hitting right on armor class					2d4 stones
Hitting an armor class 1-4 points lower than needed		3d4 stones
Hitting an armor class 4 or more points lower than needed	4d4 stones
Each stone will cause 1 point of damage, and each stone counts for an attack, thereby making this stone highly dangerous for a target using Stone Skin.
The Stone of Stoning can only be used once, and when used then runes on it will disappear.

Stone of Truth Invented by AvangionQ

This magical sentient stone derives its origins from the plane of Mechanus. Just like the plane of its origin, this magical device is also Lawful-Neutral in Alignment.
The Stone of Truth has the ability to instantly determine if the answer to a logical question will result in a positive outcome or a negative outcome. In the case of a positive outcome, the answer to the question posed to it will result in the word "YES" being sounded from the stone. In the case of a negative outcome, the answer to the question posed to it will result in the word "NO" being sounded from the stone.
If the question has anything to do with a chaotic result ( such as luck or one of many possible future outcomes ) or if the question is worded illogically, then the stone will always sound out the word "UNKNOWN". A result of "UNKNOWN" will also result if the question asked does not have a specific possible outcome of only YES or NO.
Also, to be noted is if a question is asked in the negative sense (or a question asked with a not in it), an answer of "REVERSE" will result. This indicates that the question should be posed in the positive sense.

At rest, the stone is a metal rhomboid (or diamond-like shape if you prefer).
When sounding out a "YES", the stone changes shape to a perfect six-sided cube.
When sounding out a "NO", the stone changes shape to a perfectly circular sphere.
When sounding out an "UNKNOWN", the stone changes shape to a perfect pyramid-like shape.
When sounding out a "REVERSE", the stone changes shape to a perfect donut shape and inverts.

Wall-Builder Invented by Hogan
(XP 700, GP 1600)

A rough-cut granite pebble, about 2 inches wide with a small silver band around the middle, this one is one of the more heavy magical stones around. When a command word is uttered and the stone dropped/thrown it will on the point of impact explode into a million magical sparks, immediately reshaping into a massive wall of stone.
This wall is similar to that created by the 5th level wizard spell, Wall of Stone. The wall created will be roughly three inches thick, 10 feet high and 15 feet wide. If created in a place (like in a tunnel) with less room than this, it will expand to its maximum allowed size.
The wall is created horizontally and stabile. It cannot be created to catch living creatures. Those in its way are pushed aside as it expands. Inanimate objects will become a part of the wall unless they are large (larger or wider than the wall itself) enough to act as a barrier to the wall's expansion.
Like with the spell, the wall is permanent unless dispelled.