Roll a “Full”
Color or 1d12 on the Random Color Table. All Crystals glow in the
dark. Black crystals make things darker instead.
Crystal Shape-
1d6
[1]
Wild, jagged. Like a geode. Heavy.
[2]
Ruppee shape from Zelda.
[3] Cube. Power level of crystal determines how straight and flawless it is.
[4]
Diamond cut. Found just laying there like forgotten treasure.
[5]
Long, pointed pillars from where they are found like spikes.
[6]
Tiny pearls. One “crystal” is a large handful.
Shine-
1d6
[1]
Dull, none. Looks like colored glass.
[2]
Translucent
[3]
Sparkles when hit by a natural light source.
[4]
Prismatic.
[5]
Mirror like.
[6]
Energy inside; trapped lightning bolts or roiling ethereal flames.
Source-
1d6
[1]
Natural. Found in natural areas that share its color and aspects.
Flaming red crystals found after a forest fire, dark black crystals
at the heart of caves, etc.
[2]
Cultivated. Grown in beds of painted sand, exposed to different
magical winds. Collected and solidified by fractal beehives, lived in
by unseen ethereal insects as a waste product.
[3]
Otherworldly. Mana crystals not natural to this plane, must open
portals and gateways to other dimensions for short collection trips.
Releases monsters into our world. Everyone hates Wizards.
[4]
Necrotic. Found in long standing graveyards, the sweat of the dead.
Found in the bones of ancient beasts and in the tombs of the old
gods. Old bodyparts take on new life.
[5]
Monsters. The energies of monsters and dungeons create these
crystals, self forming around their alignment to chaos, grows from
the rock and refuse. Grows on the back of golems.
[6]
Domestic. Found in city gutters or farms. Farmer kids pick them when
they weed the crops and trade them in for sweets to local Wizard
academy.
Stability & Phenomenon-
1d6
[1]
Crystal is very stable. Could be used as a desk ornament.
[2]
Moving it through the air makes a light ringing or whooshing sound.
[3]
You can hear the crackle of arcane energy if you hold it to your ear.
[4]
Gives off some heat or ambient energy feeling, glow is bright enough
to penetrate bags.
[5]
Electrically charged; touching it releases bolts of energy of its
color. Handled with tools.
[6]
Hisses, pops, gives off colorful smoke. Minor haunting occurrences
nearby.
Power Level-
1d6
[1]
Very weak. Must be massed to power an arcane device or cast even a
cantrip. Plentiful.
[2]
Minor- used as spell components for minor spells or to power
trinkets.
[3]
Average. Useful to power serious arcane contraptions or hooked up to
help with spellcraft.
[4]
Above average. Can be worn as a powerful talisman, or destroyed to
release energy surge.
[5]
Powerful. Centerpiece of an arcane laboratory. Not
consumed to cast regular spells.
[6]
Extremely powerful. Capable of many great feats of magic without
depletion. One of a kind.
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