Miscellaneous Magic Items
(Version 1.03 - Last Modified: 03/26/2003)
Magic Amulets
Galbadia Garden makes these amulets for their mercenaries and for special operatives in the Galbadia Military.
The amulets are also highly prized by the other Gardens and the SeeD organization has made an arrangement with
Galbadia Garden for continuous shipments of certain types of amulets. There is no limit to the number of amulets
that can be worn by a single person.
- Aegis Amulet (Major)
The Aegis Amulet is reserved for high ranking mercenaries and for very dangerous assignments. There
are a few Aegis Amulets in private collections, but for the most part, these amulets are kept under
lock at Galbadia Garden until they are needed for a specific mission. Anyone wearing an Aegis Amulet
is transformed into a minor supernatural creature and gains several abilities, but the wearer will
also become vulnerable to attacks that cause extra damage to supernatural creatures and can be
detected by spells and psionics as being supernatural. Due to the nature of the enchantment, only one
Aegis Amulet can affect the wearer at a time.
- S.D.C.: 100
- P.P.E. cost to Activate: 40, can only be activated once per hour.
- Duration: The amulet remains active for 1 melee per level of experience.
- Special: When the amulet is activated, the wearer is transformed into a supernatural creature
and gains an additional 2D6x10+80 S.D.C. that regenerates at a rate of 1D6 per melee and has a natural
AR of 10. The wearer gains the following bonuses: +5 to P.S. (supernatural), +10 to P.P., +5 to P.E.
(supernatural), +6D6 to Spd, +4 to strike, +2 to parry, +6 to dodge, +3 to auto-dodge, +6 to
initiative, and +3 attacks per melee. Bonuses to dodge and auto-dodge are not cumulative, but any PP
bonuses apply to both types of dodge.
- Armor Amulet (Medium)
This amulet was designed and built for the SeeD Mercenary Organization, but Garden Faculty, Headmaster
Martine, and several high officials in the Galbadian government also use it. The Armor Amulet uses a
variation of the Armor of Ithan spell and the wearer can recharge it so that its effects will last
longer.
- S.D.C.: 60
- Special: The Armor Amulet can create an S.D.C. force field around the wearer that will block
all incoming attacks of any type, physical or magical. The field will have 100 S.D.C. plus 10 S.D.C.
per level of the caster and has an armor rating of 20. The Armor Amulet can only create the field
once per hour, but the wearer can use 15 P.P.E. to recreate the field whenever the wish. The field
will last indefinitely or until it is destroyed.
- Attribute Enhancement Amulet (Minor)
This amulet has a very simple effect: it enhances one of the wearer’s physical attributes. The
attribute to be affected is chosen when the amulet is created and cannot be changed afterwards.
The effects of this amulet are permanent as long as the amulet is worn. Only one amulet of this
type can be worn at a time, any additional amulets worn will have no effect at all.
- S.D.C.: 30
- Special: Increases a physical attribute by 5 points for as long as the amulet is worn.
- Null Aura Amulet (Minor)
The Null Aura Amulet is a special amulet that is often used on missions of assassination and stealth so
the operative can avoid detection.
- S.D.C.: 50
- Special: The Null Aura Amulet negates all magic and psionic probes that would otherwise reveal
information about the character. Thus, the wearer becomes impervious or invisible to See Aura, Sense
Magic, Sense Evil, Sense / Detect Psionics, Detect Magic, and even Presence Sense. On the negative
side, it also negates Psychic Diagnosis, Detect Poison, Object Read, and being located or communicated
with via Magic Pigeon, Ley Line Transmission, and Telepathy. The amulet will also appear to be
completely normal to any methods of determining whether it is magical in nature.
- Perception Manipulation Amulet (Medium)
The Perception Manipulation Amulet can cast several spells that will manipulate how the wearer perceives
the world around him. All spells are cast at 5th level of power and duration. The amulet also
has a small internal P.P.E. battery that will help the wearer cast spells. No single spell can be cast
more than six times per day. Casting a spell from the amulet only takes one melee action.
- S.D.C.: 40
- Special: The Physical Manipulation Amulet can cast the following spells at 5th level
of experience: See the Invisible (4 P.P.E.), Sense Magic (4 P.P.E.), Tongues (12 P.P.E.), Heal Wounds
(self only- 10 P.P.E.), Negate Poison (self only- 5 P.P.E.). The internal P.P.E. battery has 50 P.P.E.
and recharges at a rate of 10 points per hour. The battery can only be used to cast the spells
possessed by the amulet. See the PFRPG Main Book for a complete description of all spells listed above.
- Personal Manipulation Amulet (Medium)
The Personal Manipulation Amulet can cast several spells that will manipulate the wearer. All spells are
cast at 5th level of power and duration. The amulet also has a small internal P.P.E. battery
that will help the wearer cast spells. No single spell can be cast more than six times per day. Casting a
spell from the amulet only takes one melee action.
- S.D.C.: 40
- Special: The Personal Manipulation Amulet can cast the following spells at 5th level
of experience: Fly as the Eagle (25 P.P.E.), Swim as the Fish 12 P.P.E.), Breathe Without Air (5 P.P.E.),
Superhuman Speed (10 P.P.E.), and Escape (8 P.P.E.). The internal P.P.E. battery has 50 P.P.E. and
recharges at a rate of 10 points per hour. The battery can only be used to cast the spells possessed by
the amulet. See the PFRPG Main Book for a complete description of all spells listed above.
- Physical Manipulation Amulet (Medium)
The Physical Manipulation Amulet can cast several spells that will manipulate how the wearer is viewed by
outside forces. All spells are cast at 5th level of power and duration. The amulet also has a
small internal P.P.E. battery that will help the wearer cast spells. No single spell can be cast more than
four times per day. Casting a spell from the amulet only takes one melee action.
- S.D.C.: 40
- Special: The Physical Manipulation Amulet can cast the following spells at 5th level
of experience: Shadow Meld (10 P.P.E.), Invisibility: Superior 20 P.P.E.), Charismatic Aura (10 P.P.E.),
Impervious to Energy (20 P.P.E.), Energy Field (10 P.P.E.). The internal P.P.E. battery has 50 P.P.E.
and recharges at a rate of 10 points per hour. The battery can only be used to cast the spells possessed
by the amulet. See the PFRPG Main Book for a complete description of all spells listed above.
Magic Potions
Magic Potions are a common magical item used throughout the world. As a manufacturer of all types of magical
items, Galbadia Garden also has its own line of potions for sale. These potions range from minor magic items,
like a Healing Potion, all the way to very powerful magic items, like the Holy War Potion. All potions are
contained in special glass bottles that have 20 S.D.C. and a natural Armor Rating of 10.
- Antidote Potion (Minor)
This magical potion cures all poisons and toxins that are currently affecting the drinker at the time
that the potion is drunk, including normal, magical, and supernatural poisons. This potion has no effect
on poisons and toxins that have already run their course, even if the drinker is still recovering from
any damage that the poison inflicted, or poisons that the drinker has no been infected by.
- Duration: Permanent
- Elixir Potion (Medium)
A powerful and useful potion, drinking an Elixir heals the drinker and restores a small amount of P.P.E.
to the drinker. This potion is given only to experienced mercenaries. This potion will instantly restore
1D6x10 hit points or S.D.C. and 5D6 P.P.E. to the drinker.
- Duration: Permanent
- Ether Potion - Regular (Minor)
Along with the regular Healing Potion, this potion is one of the easiest for the Garden to manufacture,
but they are usually only given out to dedicated wizards and not to regular mercenaries, even if those
mercenaries could benefit from an Ether Potion. This potion will instantly restore 3D6 P.P.E. to the
drinker.
- Duration: Permanent
- Ether Potion - Super (Medium)
An improved version of the regular Ether Potion, this potion is also rarely given out except in certain
circumstances, such as a dedicated spell casting mercenary assigned to a particularly dangerous mission.
This potion will instantly restore 1D6x10 P.P.E. to the drinker.
- Duration: Permanent
- Ether Potion - Ultimate (Major)
The ultimate PPE restoring potion is extremely rare and is usually kept only for the Garden faculty in the
event that the Garden is attacked directly. This potion will instantly restore 3D6x10 P.P.E. to the drinker.
- Duration: Permanent
- Healing Potion - Regular (Minor)
One of the simplest potions sold by the Garden is the Healing Potion. When this potion is drunk, it
instantly heals damage inflicted against the drinker and closes all bleeding wounds. This potion
will instantly restore 5D6 hit points or S.D.C. to the drinker.
- Duration: Permanent
- Healing Potion - Super (Medium)
More powerful then the regular version, this healing potion restores more health to the drinker. This
potion will instantly restore 2D6x10 hit points or S.D.C. to the drinker.
- Duration: Permanent
- Healing Potion - Ultimate (Major)
The ultimate healing potion, this potion is also the most rare and is only given to experienced
mercenaries and allies and only when they are going into extremely dangerous situations. Even then,
the Garden will only give out one or two of these potions. This potion will instantly restore all
hit points and S.D.C. to the drinker.
- Duration: Permanent
- Hero Potion (Medium)
The drinker of this potion is provided with increased strength as well as a tougher, stronger body.
While not providing a huge benefit, this potion will provide the following bonuses: +6 to PS attribute
and +2D4x10 S.D.C. that is temporary and all damage is taken off of this S.D.C. first.
- Duration: Effects last for 1 minute or 4 melees.
- Holy War Potion (Major)
This potion transforms the drinker temporarily into a supernatural creature. Unfortunately, the drinker
will be become vulnerable to attacks that cause extra damage to supernatural creatures and can be
detected by spells and psionics as being supernatural. The drinker gains an additional 2D6x10+80 S.D.C.
that regenerates at a rate of 1D6 per melee and has a natural AR of 12. The drinker also gains the
following bonuses: +10 to P.S. (supernatural), +10 to P.P., +5 to P.E., +4D6 to Spd, +5 to strike, +3 to
parry, +4 to dodge, +4 to initiative, and +2 attacks per melee.
- Duration: Effects last for 2 minutes or 8 melees.
- Mega-Elixir Potion (Major)
An improved version of the Elixir Potion, the Mega-Elixir restores even more hits points / S.D.C. and
P.P.E. to the drunker. While the Elixir is only given to experienced mercenaries, this potion is very
hard to acquire, although easier then the ultimate versions of the Healing and Ether potions. This
potion will instantly restore 3D6x10 hit points or S.D.C. and 2D4x10 P.P.E. to the drinker.
- Duration: Permanent
- Remedy Potion (Medium)
This potion is quite useful and when drunk, it automatically cancels all spells that are affecting the
drinker. Unfortunately, this potion will cancel all spells, even useful and beneficial spells, at the
same time it cancels all magic spells, curses, and effects that are currently affecting the drinker.
This potion only cancels spells that have a duration and will not reverse any effects that have already
taken place, such as the damage from a magical poison.
- Duration: Permanent
Magic Stones
One of the first magical items that was brought to the attention of the item specialists of Galbadia
Garden, magical stones were originally created by an ancient civilization whose name is lost to
history, but their stones continue to survive, although in ever decreasing numbers. It is theorized
that their entire civilization revolved around stone magic and manipulation, but only their magically
imbued stones have remained. After only a few months of study, the garden faculty members were able
to duplicate the stones' original magic, but they went further then that and developed new and more
powerful stones. After years of creating magical stones, Galbadia Garden has developed many different
stones and have made them available to its mercenaries and to other militaries.
All of the magical stones described are perfectly smooth spheres of varying size and weight, but after
they have been used up, they instantly crumble. Some stones can be used multiple times, while others
can only be used once, but the PPE battery stones will crumble as soon as their PPE is exhausted.
Activating any stone, regardless of power, requires a single melee action, which can be combined with
the actual use of the activation or not, depending on the choice of the user. For example, activating
and throwing a Dynamo Stone requires only a single melee action, but activating a Shell Stone and then
throwing it to someone a minute later will obviously require two melee actions. Anyone that can use
magical items can use these magical stones and they are designed to be accessible as possible, although
some of the stones may have special PPE requirements to activate them.
- Aura Stone (Major)
The Aura Stone is one of the more powerful magical stones created by Galbadia Garden and was
originally designed from examples built by the original, ancient civilization that inspired many
of the magical stones. Unlike most stones, the Aura stone needs to be activated to get the full
range of its abilities, but it still has some minor powers that are available all the time. Also,
the Aura Stone is always bonded to a single person, although specially trained faculty members
can reverse the bonding process through a magical ritual. The bonded user is able to activate the
stone and use its powers if the stone is within 1 mile (1.6 km) of the user. Whether active or
not, the Aura Stone provides powerful psionic abilities to the bonded user and the stone will not
crumble after a certain number of uses.
- Stone Radius: 1" (2.54 cm) when not activated and 6" (15.2 cm) when active.
- Stone Weight: 3 lbs (1.36 g)
- Stone Color: Golden Yellow
- S.D.C. 200
- I.S.P. cost to Activate: 25
- Duration: The stone remains active for 10 minutes per level of experience.
- Special: The Aura Stone grants the bonded person the following psionic powers even when
it is inactive: Presence Sense, See Aura, See the Invisible, Sense Evil, and Sense Magic. The
following psionic powers can only be used when the Aura Stone is active: Alter Aura,
Bio-Manipulation, Mind Block, Mind Bolt, and Sixth Sense. All psionic powers are used at a
5th level of experience. The Aura Stone has a significant amount of ISP that the
bonded person can draw to use any of the psionic powers from the stone or possessed by the bonded
person. The stone holds 100 ISP, but it regains ISP at a rate of 5 ISP per hour it is inactive.
- Death Stone (Medium)
This powerful stone is designed for one purpose and one purpose only, to kill things, as its name
implies. In order to accomplish its purpose, the death stone attacks its targets in many different
ways. When the Death Stone is inactive, it is small and easy to carry, but when it is activated,
the stone grows much larger and attacks its targets using two different methods: physical attacks
and energy attacks. The Death Stone can perform two physical attacks and four energy attacks per
melee and its energy attacks have a range of 30' (9.1 m). The physical attacks have a bonus of +3
to strike and the energy attacks have a bonus of +5 to strike. The Death Stone itself has a bonus
of +5 to auto-dodge and can be targeted on up to five people per level of experience of the user.
If the targets are spread to far apart for it to attack them simultaneously, the Death Stone will
attack the closest target until it is dead before moving towards the second target. The Death Stone
can be used a total of ten times before it crumbles to dust at the end of the duration of the tenth
time, unfortunately, it can only be activated once per day.
- Stone Radius: 1" (2.54 cm) when not activated and 1' (30.5 cm) when active.
- Stone Weight: 5 lbs (2.27 kg)
- Stone Color: Black
- S.D.C.: 250
- Range: Thrown range or 1000' (305 m), whichever is greater.
- Speed: 60 mph (96.6 km) when traveling between targets.
- Duration: 1 melee per level of experience
- Damage: 1D6x10 points of damage per physical attack and 4D6 points of damage per energy
attack.
- Dynamo Stone (Minor)
To use this stone properly, the user must select a target and throw the stone at that target, if the
stone hits anything else besides the target, the no damage is inflicted. If it hits the selected
target, the stone will erupt in a powerful blast of electrical energy and the stone will instantly be
destroyed in the release of energy. This means that the target can only dodge the attack, attempts to
parry the thrown stone will result in it releasing its energy.
- Stone Radius: 0.39" (1 cm)
- Stone Weight: 0.22 lbs (100 g)
- Stone Color: Bright Yellow
- S.D.C.: 30
- Range: Thrown range or 250' (76.2 m), whichever is greater.
- Damage: 6D6 points of electrical damage to the target
- Flare Stone (Minor)
Similar to the Dynamo Stone, this stone bursts with magical energy when it comes in contact with its
target, but instead of releasing electrical energy, the Flare Stone releases powerful flames to
engulf its target. These flames will not only damage the target, they will also cause any combustible
material within a 3' (0.9 m) radius to catch on fire as well. Like the Dynamo Stone, this stone will
be destroyed after a single use.
- Stone Radius: 0.39" (1 cm)
- Stone Weight: 0.22 lbs (100 g)
- Stone Color: Red
- S.D.C.: 30
- Range: Thrown range or 250' (76.2 m), whichever is greater.
- Damage: 1D6x10 points of magical fire damage to the target
- Holy Stone (Minor)
The Holy Stone is similar to the Dynamo Stone, but it can only be used against supernatural creatures.
Unlike the Dynamo or Flare stones, the Holy Stone causes physical damage, but it can be used to injure
creatures that are only damaged by magical weapons, including Vampires. Like the Dynamo Stone, this
stone will be destroyed after a single use.
- Stone Radius: 0.39" (1 cm)
- Stone Weight: 0.22 lbs (100 g)
- Stone Color: White
- S.D.C.: 30
- Range: Thrown range or 500' (152.4 m), whichever is greater.
- Damage: 1D4x10 points of damage to the supernatural target
- M-Stone Piece (Minor)
The M-Stone Piece is a relatively tiny stone that acts as a small PPE battery. In addition, groups of
these stones can be used for additional powers and benefits. No matter how they are used, these stones
last until their PPE is exhausted, but they cannot be recharged in any way.
- Stone Radius: 0.12" (0.3 cm)
- Stone Weight: 0.066 lbs (30 g)
- Stone Color: Grey
- S.D.C. 15
- Special: Individually, these stones hold 5 PPE each, which can be used to cast any spell as
long the stones are in physical contact with the user, even through several layers of clothes, but
nothing heavier. If at least 50 stones are placed together, then each stone will have 10 PPE that
can be used to cast spells. If at least 250 stones are placed together, then the holder gains a
bonus of +1 to their spell strength. Finally, if at least 500 stones are placed together, then the
holder can cast an additional spell per melee.
- Magic Stone (Major)
Rituals are very important to most high level spell casters, but they generally cost a lot of PPE to
cast, often requiring spell casters to work together or limit their spell casting to only a few peak
magical days of a year, but the Magic Stone was designed to solve some of these problems. The Magic
Stone is similar to the Wizard Stone, but it is even more powerful and focused in a slightly different
area. Unlike the Wizard Stone, the Magic Stone does not consume its own PPE and will not crumble after
a certain number of uses, making it much easier to store and more valuable to spell casters. To use
the abilities of the Magic Stone, the user must be within 10' (3.1 m) of the stone and the stone is
bonded to a single user and only the Garden faculty know the ritual that is required to both bond a
user and break a bond between a user and a stone.
- Stone Radius: 6" (15.2 cm)
- Stone Weight: 6 lbs (2.7 kg)
- Stone Color: Royal Blue
- S.D.C. 200
- P.P.E. cost to Activate: 15
- Duration: The stone remains active for 15 minutes per level of experience.
- Special: The stone acts as a PPE battery that holds 300 PPE and regenerates at a rate of 10
PPE per hour it is inactive. When a normal spell is cast through the Magic Stone, it gains a bonus of
+1 to its spell strength, has 50% increase in its normal range, duration, area of effect, and damage,
but its PPE cost is increased by 10%, rounding all fractions up. However, when a ritual spell is cast
through the Magic Stone, its spell strength is increased by +5, has triple its normal range,
duration, area of effect, and damage, and its PPE cost is reduced by 25%.
- Meteor Stone (Medium)
The Meteor Stone is a fairly larger and heavy stone, but when it is thrown at an area, it breaks up into
many stone shards that race towards the target area, causing damage to everything caught in their path.
For obvious reasons, the Meteor Stone can only be used once.
- Stone Radius: 4" (10.2 cm)
- Stone Weight: 2 lbs (0.91 kg)
- Stone Color: Dark grey with angled white lines in a random pattern.
- S.D.C.: 60
- Range: Thrown range or 1000' (305 m), whichever is greater.
- Area of Effect: Bursts and covers a cone that is 50' (15.2 m) across and 200' (61 m) long at
its widest point.
- Damage: The Meteor Stone is thrown towards its target area and will burst into many razor sharp
pieces at a point chosen by the person that is throwing the stone. Approximately 3D6 pieces will hit
each target within the area of effect and each shard causes 1D4 points of damage.
- Moon Stone (Artifact)
As everyone knows, the moon is the domain of monsters. These monsters come to Earth through the Lunar Cry
that occurs every few centuries and the last Lunar Cry is responsible for the sudden demise of the Centra
civilization and the virtual depopulation of the Centra continent. The Moon Stone harnesses the power of
monsters are makes the person that it is bonded to much more powerful. The Moon Stone is bonded to a
specific person and only that person can use the stone, although the Garden faculty have a ritual that
allows to break the bonded with a stone. When activated, the stone positions itself in the center of the
bonded person's chest and transforms the user into a supernatural creature protected by a suit of magical
armor. The armor created by the Moon Stone is determined when the stone is created and can be any suit of
armor, but is usually a suit of magical armor available from Galbadia Garden, see
Defensive Magic Items for more details on armor and armor
enhancements.
- Stone Radius: 1" (2.54 cm)
- Stone Weight: 0.5 lbs (0.23 g)
- Stone Color: Appears to be a tiny replica of the moon.
- S.D.C. 500
- P.P.E. cost to Activate: 30
- Duration: The stone remains active for 5 minutes per level of experience.
- Special: Once activated, the Moon Stone instantly creates a suit of armor around the bonded
person's body and it will transform the bonded person into a supernatural creature. The user gains
3D6x10+70 S.D.C. that regenerates at a rate of 1D4 per melee. The user gains the following bonuses:
+7 to P.S. (supernatural), +3 to P.P., +7 to P.E. (supernatural), +2D4 to Spd, +6 to strike, +4 to
parry, +3 to dodge, +2 to initiative, and +2 attacks per melee. Even if the armor is destroyed, the
user can simply deactivate the stone and then reactivate it and the suit will return completely
repaired. Unfortunately, the user can be detected as a supernatural creature when the stone is
active.
- Protect Stone (Minor)
The stone generates a magical shield that moves with the person who activated the stone and protects
the user from all damage, including physical, psionic, and magical attacks. The shield offers no
protection from radiation, gas, or toxins, but will instantly stop a punch or a magic spell. This
stone can only be used once before crumbling to dust.
- Stone Radius: 1" (2.54 cm)
- Stone Weight: 1 lb (0.45 kg)
- Stone Color: Silver
- S.D.C.: 50
- Range: Self only
- Duration 1 minute per level of experience
- S.D.C.: The shield has a total of 80 S.D.C. and regenerates at a rate of 1 S.D.C. per
level of experience.
- Rosetta Stone (Medium)
The Rosetta Stone provides anyone holding it to instantly understand, speak, and read all languages.
This stone was developed by the garden faculty to overcome any problems with finding skilled linguists
while the garden proceeded with its commercial activities. This stone is rarely given to normal
mercenaries, but when it is, it will always be given to leader of the mercenaries and only if those
soldiers are expected to come across anyone that doesn't speak or understand their language. These
stones also popular among historians for obvious reasons. Unlike most stones, the Rosetta Stone does
not crumble after being used and will last until destroyed.
- Stone Radius: 3" (7.62 cm)
- Stone Weight: 5 lbs (2.27 g)
- Stone Color: Sand Brown
- S.D.C. 50
- Special: Anyone holding the stone can instantly and magically understand, speak, and read
all languages perfectly.
- Shaman Stone (Artifact)
The Shaman Stone is the ultimate spell casters stone. It combines many of the benefits of the Magic
Stone and the Wizard Stone and provides the user with an even larger pool of PPE to draw from. The
Shaman Stone can also be programmed with several spells when it is created, allowing these spells to
be cast using only a single melee action instead of several. Like the Magic Stone, the Shaman Stone
does not consume its own PPE and will not crumble after a number of uses. To use the abilities of
the Shaman Stone, the user must be within 25' (7.6 m) of the stone and the stone is bonded to a
single user and only the Garden faculty know the ritual that is required to both bond a user and
break a bond between a user and a stone.
- Stone Radius: 12" (30.5 cm)
- Stone Weight: 15 lbs (6.8 g)
- Stone Color: Dark Purple
- S.D.C. 450
- P.P.E. cost to Activate: 25
- Duration: The stone remains active for 15 minutes per level of experience.
- Special: The stone acts as a PPE battery that holds 600 PPE and regenerates at a rate of 15
PPE per hour it is inactive. When any spell is cast through the Shaman Stone, it gains a bonus of
+3 to its spell strength and has double its normal range, duration, area of effect, and damage, and
all spells require 25% less PPE to cast if they are used through the Shaman Stone. The Shaman Stone
can be programmed with up to 50 levels of spells and using any spell in the stone that is not a
ritual only requires a single melee action. For example, Blinding Flash only requires one spell
level, but the Close Rift spell requires 14 spell levels. Once these spells are added to a Shaman
Stone they cannot be changed and even though they can be cast with a single melee action, their PPE
remains the same, although the PPE can come from either the stone or from the user.
- Shell Stone (Medium)
Although against the nature of any good magic user, the Shell Stone creates a powerful anti-magic
field around its location. This stone creates an effect identical to that of the Anti-Magic
Cloud spell, except it covers a much smaller area, for a lot less amount of time. The Shell Stone
is quite rare, but it can be used a total of five times before it crumbles to dust at the end of
the duration of the fifth time. Unfortunately, it can only be activated once every two hours. It
is rumored that the garden faculty are working on a permanent version of this stone so that it
can be placed as a security device against magic and magic items.
- Stone Radius: 0.5" (1.27 cm)
- Stone Weight: 0.5 lbs (0.23 kg)
- Stone Color: Pink with faint white swirls.
- S.D.C. 150
- Range: 20' (6.1 m) radius from the stone
- Duration 5 minutes per level of experience
- Special: No spells or magic items work within the radius of an active spell stone, and
spell that enters into the radius of the stone is cancelled if it fails a standard save vs.
magic, any save vs. magic bonuses possessed by the spell's caster are applied to this save as
well. If a spell successfully saves, then it must perform the check three times per melee for as
long as the stone remains active and the spell remains in the area of stone. Magic items caught
within the radius instantly lose their powers and abilities, but unlike regular spells, these
powers return to normal once the item is outside the radius of the stone. Items that have lost
their spells maintain their S.D.C. durability, even if it was derived through magic. This means
that an indestructible sword is still indestructible even if it loses all of its other powers.
- Steel Orb (Minor)
The magical enchantment needed for a Steel Orb may seem to be considerably less then most of the
other magical stones as it causes damage by physically hitting its target, but the magical energy is
needed to incredibly increase the orb's speed and to increase its size after it has been activated.
If this stone misses its target for any reason, it deactivates and waits to be used again. The Steel
Orb can be used a total of three times before it crumbles to dust after successfully hitting its
third target.
- Stone Radius: 0.39" (1 cm) when not activated and 1' (30.5 cm) when active.
- Stone Weight: 7 lbs (3.18 kg)
- Stone Color: Metallic Grey
- S.D.C.: 100
- Range: Thrown range or 1000' (305 m), whichever is greater.
- Damage: 2D4x10+20 points of damage.
- Ultima Stone (Medium)
The Ultima Stone is very rarely given to mercenaries, and when it is, the mercenary knows that they can
expect to face incredibly dangers to accomplish their mission. Once thrown at a target, the Ultima Stone
will travel very quickly towards that target and detonate upon contact, erupting in a huge burst of pure
magical energy. After being used and successfully hitting its target, the Ultima Stone crumbles to dust.
Since this stone has an area of effect, it does not need to be used against a specific target, instead it
can be thrown in a general area and made to detonate, but if it is used against a specific target it can
be made to detonate or not detonate if it should miss that target, depending on the choice of the thrower.
- Stone Radius: 1" (2.54 cm)
- Stone Weight: 1 lb (0.45 kg)
- Stone Color: Dark green with red blotches.
- S.D.C.: 100
- Range: Thrown range or 2000' (610 m), whichever is greater.
- Blast Radius: 100' (30.5 m)
- P.P.E. cost to Activate: 10, this PPE is expended even if the stone misses its target and does
not detonate.
- Damage: 5D6x10 points of magical damage
- Special: Anyone caught within the blast radius of the Ultima Stonem, including the person who
threw the stone, loses 1D6x10% (10 to 60%) of their current PPE and ISP.
- Wizard Stone (Medium)
Any serious spell caster with connections to one of the Gardens always tries to acquire one of these
powerful stones. A Wizard Stone is designed to enhance the magical powers of a spell caster, but the
stone is not nearly as powerful as some of the artifact level stones, it is certainly useful. To start,
the stone acts as a PPE battery that is capable of holding up to 150 PPE, but any PPE used must be
replenished manually, as the stone has no way of recharging itself. In addition, the stone can act as a
channel for any spell cast by a person in direct physical contact with the stone. The Wizard Stone will
last for as long as it has any remaining PPE and it consumes PPE at a rate of 1 per day, so after 150
days it must be recharged, or it will crumble to dust. Due to this limitation, most Wizard Stones are
created when a customer puts in a request for one, and the only Wizard Stones usually on hand at the
Garden are part of the faculty's personal collection.
- Stone Radius: 5" (12.7 cm)
- Stone Weight: 4 lbs (1.8 kg)
- Stone Color: Light Blue
- S.D.C. 100
- Special: The stone acts as a PPE battery that can be used by anyone touching the surface of
the stone and multiple people can draw power from the stone simultaneously. The most important
ability of the stone is its ability to channel spells. If a spell, even a ritual, is cast through
the Wizard Stone, it gains a bonus of +2 to its spell strength, has double its normal range,
duration, and area of effect, and inflicts 50% more damage then normal. Unfortunately, any spell
that is cast through the Wizard Stone costs 10% more PPE to cast, rounding all fractions up,
although this PPE can come from any source that can normally be used to cast spells, including the
Wizard Stone itself.