Khalis Crystal
(Version 1.00 - Last Modified: 11/15/2002)
Introduction
The mystical experiment that ultimately led to the exile of the Dark Templar and the Lost Tribes resulted
in the creation of two powerful crystals. One crystal was filled with psychic energy and was called the
Uraj and presented to the Conclave was a gift before the Lost Tribes were banished from Aiur forever. The
second crystal was filled with magical energy and called the Khalis. The Dark Templar had originally
wanted to take the crystal with them during their exile into space, but the Conclave intervened and the
crystal was launched into space at an incredibly high speed. The Conclave had hoped the crystal would
fall into a star and be destroyed, but the Khalis would eventually settle on the planet Char, which became
the headquarters of the Zerg during the period just before the Zerg Swarm launched their invasion of Aiur.
Char was still heavily inhabited by mindless Zerg creatures and several Cerebrates when the Dark Templar
returned to the planet to finish the job that Zeratul had begun.
In the years prior to the invasion of Aiur, the Dark Templar had detected disturbing supernatural energy
disruptions. Zeratul and a group of Dark Templar were sent to track down the source of the disruptions, and
their journey eventually took them to Char several months after the Zerg had established their presence on
the planet. Initially convinced that the Zerg were the cause of the disruptions, Zeratul joined forces with
Executor Tassadar to battle the Overmind, but the data he acquired on Aiur was analyzed on Shakuras by the
other Dark Templar and they determined that the actual source of the disturbances was the long lost Khalis
Crystal. A search party was immediately formed out of the Dark Templar and the refugees that had traveled
to Aiur and the crystal was recovered.
Powers
- Size:
The crystal is roughly spherical in shape, with a diameter of 10” (25.4 cm) and weighs 15 lbs
(6.8 kg). The crystal has a total of 1000 M.D.C. and regenerates at a rate of 10 M.D.C. per minute.
If the crystal is reduced to 0 M.D.C. then it will explode releasing its significant energy into
the surrounding area. A ley line storm will instantly appear over the area where the crystal was
destroyed at everything within 100’ (30.5 m) of the crystal will take 1 M.D. for every 5 ISP still
stored in the crystal.
- PPE Battery:
The Khalis Crystal is a very powerful battery that holds 500 PPE and regenerates at a rate of 50 per
hour. To access this PPE, the user must be in direct physical contact with the crystal, contact cannot
be done through armor or clothes.
- Dimensional Beacon:
Like a normal Khaydarin Crystal, the Khalis Crystal can function as a dimensional beacon and can detect
other crystals acting as dimensional beacons. By investing 20 PPE into the crystal, it will emit a
special signature for two hours that can be detected from very long distances, but only by other
Khaydarin Crystals. The Khalis Crystal has a unique signature, but it is indistinguishable from a normal
Khaydarin Crystal unless its signature is already known. If a crystal is invested with 5 PPE, then it
can detect any crystal that is emitting for up to one hour. During this time, the crystal can be used
to lock onto a specific signature, which will allow dimensional transportation and teleportation to
that location to be automatically successful, no need to roll. If the Uraj Crystal is emitting its
signal, the Khalis Crystal can detect it and can distinguish it from other Khaydarin Crystals. While the
user may not understand why a specific emitting crystal is different, the user will know that the Uraj
is not a normal Khaydarin Crystal. The Khalis crystal can emit and detect signals from anywhere in the
megaverse.
- Detection:
Anyone in direct physical contact with the Khalis Crystal will have the following spells constantly in
effect: Eyes of the Wolf, Eyes of Thoth, See Aura, See the Invisible, Sense Dimensional Anomaly (Temporal
Magic spell), Sense Evil, Sense Magic. These spells are used at a level equal to the level of experience
of the person touching the crystal.
- Ley Line Magic:
Anyone in direct physical contact with the crystal gains all of special abilities and spells of a Ley
Line Walker. This includes all unique Ley Line spells, such as Ley Line Transmission, but does not
include any additional spells, PPE, or bonuses.
- Magic Amplifer:
While in direct physical contact with the Khalis Crystal, all spells possessed by the person touching the
crystal are cast with double their normal range, duration, and effect. This means that a Fire Bolt spell
will inflict double its normal damage, an Armor of Ithan spell will have twice its normal strength, and
the penalties from Blinding Flash are twice their normal amount. This amplification works with the spells
listed below.
- Magical Spells:
Direct physical contact with the Khalis Crystal will provide additional spells to those touching it. The
following spells are usable by everyone touching the crystal: Armor of Ithan, Heal Wounds, Superhuman
Endurance, Superhuman Strength, Superhuman Speed, Invisibility: Superior, Super-Healing, Anti-Magic
Cloud, Summon Ley Line Storm, Sanctum, Close Rift, Restoration, and Dimensional Teleport. These spells
are used at a level equal to the level of experience of the person touching the crystal.